
Class Qf\ f j2 1 

Book , J| 7 

Copyright]^?— : 



COPYRIGHT DEPOSIT. 



SCHOOL, CHURCH, AND HOME 



GAMES 



Compiled by < 

GEORGE O. DRAPER 

Secretary for Health and Recreation 
County Work Department of the 
Internationa] Committee of 

Young Men's Christian Associations 



COMMUNITY RECREATION 
Rural Edition 




ASSOCIATION PRESS 

New York: 347 Madison Avenub 
1921 



.11 



Copyright, 1921, by 

The International Committee of 

Young Men's Christian Associations 



SEP 20 I92I 
©CU622881 



Dedicated to my Father 

HERBERT EDWARD DRAPER 

whose happy contact with the folks of the 
country, through his duties as a County 
official, won for him their esteem; who 
found recreation in the open country, 
where the birds, the flowers, and all wild 
life were his friends and reflected their 
charm in the life he lived — simple, happy, 
friendly — true to himself, his family, 
his neighbors, and his God. - 



CONTENTS 
PART I. GAMES FOR SCHOOLS 

CHAPTER PAGE 

Foreword vii 

I. School Room Games for Primary Pupils I 

II. School Room Games for Intermediate Pupils ... 8 
I III. School Room Games for Advanced and High 

School Pupils 16 

IV. School Yard Games for Primary Pupils 24 

V. School Yard Games for Intermediate Pupils. . . 27 
VI. School Yard Games for Advanced and High 

School Pupils 37 

PART II. SOCIABLE GAMES for Home, 
Church, Clubs, Etc. 

I. Games for the Home 44 

II. Ice Breakers for Sociables 55 

III. Sociable Games for Grown-Ups 59 

IV. Sociable Games for Young People 67 

V. Trick Games for Sociables > 73 

VI. Stunt Athletic Meet 83 

VII. Competitive Stunts 88 

PART III. OUTDOOR GAMES 

I. Outdoor Games for Older Boys and Young 

Men 94 

II. Outdoor Games for Boys ; 103 

III. Games of Strength no 

PART IV. GAMES FOR SPECIAL OCCA- 
SIONS 

I. Games at Dining Table 113 

II. A County Fair Play Festival 119 

III. Games for a Story Play Hour 123 

IV. An Indoor Sports Fair 127 

V. Racing Games for Picnics 132 



FOREWORD 

We should all be prospectors of happiness. There 
are those who discover it in the solitudes of the moun- 
tains where freedom is breathed in the air that touches 
the lofty peaks. Others find it in the depths of the 
forest in the songs of the birds, of the brook, of the 
trees. Most of us must find it in the daily walks of life 
where the seeking is oft-times difficult. Nevertheless, 
there it is in the manufactured glory of the city, in the 
voices of children, and in the hearts and faces of men. 

Happiness becomes a habit with some; with others 
it is a lost art. Some radiate it; others dispel that 
which may exist. Happiness can be produced by 
means of exercising certain emotions, by causing ex- 
periences which allow instinctive expression; the song, 
the dance, the game are examples. 

All enjoyed activity may be classified as play. 

Play is that which we do when free to do as we like. 

Play produces happiness. 

Work is the highest form of play. The great artist 
is playing when his imagination finds expression on 
the canvas in color. If he did not love to paint he 
would never have become a great artist. The engineer 
is playing when he produces the great bridge; the 
financier when he masterfully organizes his capital. 

The imagination of the child leads him into all kinds 
of adventure. He becomes the engineer on the loco- 
motive ; he becomes the leader of the circus band ; he is 
a great hunter of terrible beasts; an Indian, a cowboy, 
and a robber. In fact, he tries his hand at all those 
careers which interest him, and we call it play, or may 
even call it nonsense. In fact, some think play is but 
nonsense. 

vii 



viii FOREWORD 

Play is the expression, the exercising of the im- 
agination. Should the child be denied the privilege of 
play, should its visions never find expression, should 
its mental adventures fail to find adequate physical 
experience, a great musician, a great engineer, a great 
statesman, or a master of some great art may be 
sacrificed. 

Play is not only essential to the child, but, as Joseph 
Lee says, play is the child. The natural environment 
of the child is a play environment; if we are to lead 
the child or educate the child we have first to enter into 
his environment and into fellowship with him therein, 
and adapt our methods to that environment. The proc- 
esses of education which have taken to themselves 
those things which are natural to children will meet 
deserved success. The schoolroom, the Sunday school 
room, or home in which a play atmosphere is experi- 
enced, small though this experience may be, is operat- 
ing on a sound basis. Play is nature's method of edu- 
cation. As a kitten in chasing the leaves in the road 
is playing, it is also learning to catch the bird or the 
mouse essential for the maintenance of life. So the 
child, by nature, learns to live by play. 

Activity is life. Directed activity means directed life. 
The body is but the means of activity and is developed 
only in accord with the activity demands of the in- 
dividual. Character is but the trend of the activities 
of an individual. So the activities are more the in- 
dividual than is the flesh and bone which we see. 

If we recognize that in play the child is under the tu- 
torship of nature, we should seek to encourage rather 
than discourage the process. By directing the play 
we are training for life — yes, more, we are creating 
life. 

As play creates in the child, it re-creates in the 
adult. Activity is essential to growth. Having at- 
tained physical growth, the adult does not demand as 
much physical activity as does the child and as years 
increase the tendency toward physical activity de- 
creases. There is real danger in this becoming too 



FOREWORD ix 

meager to maintain efficiency, and we recognize more 
and more the necessity for vacation periods when some 
of the old spirit of play or of joyful activity may be 
indulged in and a re-creation process be set up. This 
recreation is simply reawakened activity, making for 
greater abundance of life. 

The spirit of play and the spirit of youth travel 
hand in hand. If we allow the spirit of play to depart 
from our life, we lose our grip upon life itself. Every 
man and woman should cultivate and vigorously main- 
tain a play spirit. This might be done through some 
hobbies, games, or art into which they can throw 
themselves with abandon for periods of time, frequent, 
if brief. They should thoroughly enjoy the experience. 
For the wealthy, to whom all things are possible, this 
may be hard to find. To those of limited means and 
of little free time, opportunity is more abundant. To 
them joy shines forth from even the so-called common- 
place things of life. 

The joy on the faces of those who are playing games, 
the merry laughter, the jest, the shouting, place this 
type of activity on a pinnacle among those producing 
happiness. 

This volume has been prepared, in order that the 
young and old may find greater opportunity for joyful 
activity, and experience the good fellowship, the kindly 
feeling, the exhilaration and life resulting from playing 
games, and that those fundamental agencies of civiliza- 
tion, the Church, the school, and the home, may be 
better equipped to serve mankind and to add to the sum 
of human happiness. 

ACKNOWLEDGMENT 

This collection of games has been selected from 
material sent in to the author, by Y. M. C. A. Physical 
Directors, playground directors, and school and college 
athletic directors, to which has been added some 
original material and games that have been seen by 
the author in his travels about the country. 



x FOREWORD 

BIBLIOGRAPHY 

The author would suggest the following books on 

games : 

Games for the Playground, Home, School and 
Gymnasium, Jessie Bancroft, Macmillan Co., N. Y. 

Games for Everybody, Hofmann, Dodge Publishing 
Co., N. Y. 

Social Games and Group Dances, Elsom and Trill- 
ing, J. B. Lippincott & Co., Philadelphia. 

Icebreakers, Edna Geister, The Womans Press, N. Y. 

Social Activities, Chesley, Association Press, N. Y. 

Play, Emmett D. Angell, Little, Brown & Co., Boston. 

Handbook for Pioneers, Association Press, N. Y. 

Camp and Outing Activities, Cheley and Baker, 
Association Press, N. Y. 

Community Recreation, Draper, Association Press, 
N. Y. 



Part I 
GAMES FOR SCHOOLS 

CHAPTER I 

SCHOOLROOM GAMES 

For Primary Pupils 

Cat and Mouse 

One pupil is designated to play the role of cat, an- 
other that of mouse. The mouse can escape the cat 
by sitting in the seat with some other pupil. There- 
upon that pupil becomes mouse. Should the cat tag 
a mouse before it sits in a seat, the mouse becomes 
cat and the cat becomes mouse, and the latter must 
get into a seat to avoid being tagged. 

Aviation Meet 

Three pupils constitute a team. Two are mechani- 
cians, one the aviator. Each team is to have a piece of 
string about 25 feet long, free from knots. A small 
cornucopia of paper is placed upon each string. The 
mechanicians hold the ends of the string while the 
aviator, at the signal to go, blows the cornucopia 
along the string. The string must be held level by 
the mechanicians. The aviator first succeeding in 
doing this, wins for his team. 

Button, Button 

The pupils sit or stand in a circle with their hands 
in front of them, palms together. The one who has 
been selected to be "It" takes a position in the center 



2 GAMES 

of the circle, with his hands in a similar position. A 
button is held between his hands. He goes around 
the circle and places his hand over those of various 
individuals, dropping the button into the hands of one. 
He continues about the circle, still making the motions 
of dropping the button in the hands of others, so as 
to deceive those making up the ring. After he has 
taken his place in the center of the circle, those in the 
ring endeavor to guess into whose hands he has dropped 
the button, the one succeeding in doing this takes 
the button and continues the game. 

Bee 

Some object is determined upon for hiding, such as 
a coin, a button, a thimble, etc. A pupil is sent from 
the room. During his absence the object is hidden. 
Upon his return the children buzz vigorously when 
he is near to the object sought and very faintly when 
he is some distance away. The object is located by 
the intensity of the buzzing. 

Hide in Sight 

In this game all of the pupils except one are sent 
from the room. The one left in the room hides a 
coin, or some similar object, somewhere in plain sight. 
It must be visible without having to move any object. 
When hidden, the rest of the pupils are called back 
and start the search. When a pupil finds the coin, 
after attempting to mislead the others by continuing 
his search in different quarters, he returns to his seat 
without disclosing its whereabouts. As it is found by 
others, the group of seekers will gradually diminish 
until there is but one left. When he finds it, the coin 
is again hidden by the one first finding it. 

Colors 

A certain color is determined upon. Each pupil in 
turn must name some object which is of that color. 
Failing to do this he goes to the foot of the line, pro- 
vided some one beyond him can think of any object 



SCHOOLROOM GAMES 3 

of that color. If no more objects can be thought of, a 
new color is selected. 

I See Red 

One pupil is given the privilege of thinking of some 
object in the room, of which he discloses the color to 
the rest of the pupils. For example, if he sees a red 
apple he says, "I see red." Thereupon the other 
pupils endeaver to guess what red object in the 
room is thought of. The one succeeding, next selects 
the object to be guessed. 

Hide the Clock 

This is a good quiet game for the schoolroom. A 
loud ticking clock is necessary for the game. All of 
the pupils are sent from the room. One of their num- 
ber is selected to hide the clock. The others, upon 
coming back, try to locate it by its ticking. The one 
succeeding has the privilege of next hiding the clock. 

Poison Seat 

The children all endeavor to shift seats at the clap- 
ping of the hands of the teacher. Have one less seat 
than pupils, so that one may be left without a seat. 
This can be arranged by placing a book on one seat 
and calling this "Poison Seat." The child sitting on 
this seat is "poisoned" and out of the game. Add a 
book to a seat after each change, so as to eliminate 
one player each time. The one left after all have 
been eliminated, wins the game. Should the teacher 
clap her hands twice in succession, that is the signal 
for all of the pupils to return to their own seats. 

Aisle Hunt 

Some object — a coin will do — is selected to be hid- 
den. The children of one of the aisles leave the room, 
the others determine upon a hiding place and hide the 
coin in plain sight. Those out of the room are called 
back and look for the hidden object. As soon as it 
is found, the first one finding it goes to his seat and 



4 GAMES 

calls, "First." He is not to call until he is actually in 
his seat. The second one to find it returns to his seat 
and calls, "Second," and so on until it has been found 
by all in the aisle. If there are six aisles in the room, 
the occupants of the first six seats in the aisle seeking 
the hidden object determine which aisle leaves the room 
next. For illustration, — if the pupil in the second seat 
is the first one to find the object, then the second aisle 
of the room will be the one to leave the room for the 
next hunt. Likewise if the pupil of the third seat is 
the first to find the object, the third aisle will be the 
one which next has the privilege of enjoying the 
hunt. If there are more pupils in the aisle than there 
are aisles in the room, the pupils in the last seats do 
not count. 

New Orleans 

The pupils of the room are divided into two groups. 
One side decides upon some action it will represent, 
such as sawing wood, washing clothes, etc., and there- 
upon represents the action. The other group has five 
chances to guess what the first group is trying to 
represent. Failing to do this, they must forfeit one 
of their players to the second group and the same 
side again represents an action. 

When a group presents an action to the others, the 
following dialogue takes place : 

First Group: Here we come. 

Second Group: Where from? 

First Group: New Orleans. 

Second Group: What's your trade? 

First Group: Lemonade. 

Second Group: How is it made? 

The first group then represents the action. 

Birds Fly 

This is an attention game. The teacher stands be- 
fore the class and instructs them that if she mentions- 
some bird or object which flies and raises her arms 
sideward, imitating the flapping of the wings of a bird,. 



SCHOOLROOM GAMES 5 

the pupils are to follow her example. But if she 
mentions some animal or some object which does not 
fly, she may raise her arms sideward and upward, im- 
itating the flying position, but the pupils are not to 
follow her example. If they are caught doing so, they 
must take their seats. For example, — the teacher says, 
"Owls fly". Thereupon she and all the children raise 
their arms sideward and upward. She says, "Bats fly" 
and raises her arms. She next says, "Lions fly" and 
raises her arms, thereupon the pupils are supposed to 
keep their arms at their sides. 

Music Rush 

A march is played on the piano and the children 
march from their seats in single file around the room. 
As soon as the music stops, all rush to get into their 
seats. The last one in, must remain in his seat during 
the second trial. If there is no piano in the room, 
drumming on the top of a desk will do as well. 

Change Seat Relay 

The teacher claps her hands. This is the signal for 
all to shift one seat back. The one in the rear seat 
runs forward and sits in the front seat. The first aisle 
to become properly seated wins one point. Again the 
hands are clapped and the pupils shift one seat back, 
and the one then at the rear runs forward and takes 
the front seat and so the game continues until all have 
run forward from the back seat to the front. The 
aisle scoring the largest number of points wins. 

Charlie over the Water 

This is an old game and is always popular. The 
children form a ring, joining hands. One is selected 
to be "It" and takes his place in the center. Those in 
the ring then dance around, singing, 
"Charlie, over the water, 

Charlie, over .the sea, 

Charlie, catch a blackbird, 

But can't catch me." 



6 GAMES 

Having completed these lines, they all assume a stoop- 
ing position before "Charlie," who is "It," can tag them. 
If he succeeds in tagging one, that one takes his place 
in the circle and the game continues. 

Tap Relay 

The pupils of each aisle constitute a team. All bend 
their heads forward, placing their faces in the palms 
of their hands on the top of the desk. At the signal 
to go, given by the teacher, the one in the last seat in 
each aisle sits up, claps his hands and taps the back 
of the one in front of him, which is the signal for the 
one in front to sit up, clap, and tap the one next in 
front of him, and so the tap is passed until it reaches 
the one in the front seat of the aisle, who, upon being 
tapped, stands up, clapping his hands above his head. 
The first to stand and clap hands above head wins the 
race. 

Rat-a-tat Race 

Similar to the preceding race with the exception 
that upon the signal to go the one in the back seat 
knocks with the knuckles of his right hand on the top 
of the desk a "rat-tat, rat-tat-tat," as in a drum beat, 
and then taps with the knuckles the back of the one 
next in front of him, who repeats the performance, 
tapping off the one in front, and so on. The race ends 
when the individual in the front seat of an aisle taps 
the "rat-tat, rat-tat-tat" and stands up. 

Bowing Race 

A book is handed to the pupil in the last seat of each 
aisle. At the signal to go the pupils holding the book 
step into the aisle at the right hand side of their desks, 
holding the books on the tops of their heads with both 
hands, and make a bow. Then returning to their seats, 
hit the book on the top of the* desk and pass it on to 
the next one in front, who repeats the performance, 
as does every one else in the aisle. The one in the 
front seat of the aisle finishes the race by bowing with 



SCHOOLROOM GAMES 7 

the book upon his head, then running forward, and 
placing the book upon the teacher's desk. 

Spin Around Race 

A boy. is selected from each aisle to take his place 
at least six feet in front of the aisle. Upon the signal 
to go, the last boy in each aisle* runs forward to 
the right of his desk and links his left arm in the right 
arm of the boy standing in front of his aisle, and in 
this position spins around twice, returning to his seat, 
and tagging off the boy next in front of him, who 
repeats the performance. The last boy in the aisle to 
spin around ends the race when he has returned to a 
sitting position in his seat. 



CHAPTER II 

SCHOOLROOM GAMES 
For Intermediate Pupils 

Initial Tag 

A pupil who is "It" is sent to the board. He writes 
thereupon the initial of some other pupil in the room. 
That pupil is to try to tag "It" before he can return to 
his seat. If successful, he becomes "It" and continues 
the game by writing some one else's initial on the 
board. 

Magic Music 

One pupil is sent from the room. Thereupon the 
remaining pupils hide some object agreed upon. The 
pupil sent from the room is recalled. The teacher or 
one of the pupils plays the piano loudly ■ when the 
seeker approaches the hidden article and softly when 
some distance from it. The seeker determines the 
location by the volume of the music. 

Hunt the Rattler 

All of the players in the room are blindfolded, 
except one, who is given a tin can in which is placed 
a loose pebble. He is known as the "rattler." The 
blindfolded players attempt to locate and tag the rat- 
tler by the rattle. The one successful takes the place 
of the rattler. 

Sticker 

The pupils stand in a circle in the center of which 
is "It" blindfolded, holding in his hand a blunt stick 
about 12 or 15 inches long. Those in the circle dance 

8 



SCHOOLROOM GAMES 9 

around two or three times, so that the blindfolded 
player may not know their position. At the command 
"Stand," given by the one blindfolded, all must stand 
still. Thereupon, by feeling with his stick, "It" tries 
to discern an individual in. the ring. "It" is forbidden 
to use his hands, in trying to discover who the in- 
dividual is. If he succeeds in guessing, the individual 
guessed must take his place. Otherwise he proceeds to 
some other individual in the circle whom he tries to 
identify. 

Name Race 

The pupils of each aisle constitute a te$m. A slip 
is handed to the one in the first seat in each row. At 
the signal to go, he writes his full name thereupon 
and passes it immediately to the one next behind him, 
who writes his name and passes it on. When the one 
in the last seat in the row has added his name to the 
slip, he rushes forward and places the slip upon the 
teacher's desk. The aisle first succeeding in accom- 
plishing this task, wins. 

Frogs in Sea 

One pupil sits in tailor fashion in the center of the 
playing space. The others try to tease him by approach- 
ing as closely as they dare, calling him "Frog in the 
sea, Can't catch me." If the frog succeeds in tagging 
ajny of the other players, that player must take his place. 
The frog is not allowed to change from his sitting 
position in his effort to tag the other players. 

Corner Spry 

The pupils in the room are divided into four equal 
teams. Each team is assigned to a different corner. 
A leader stands in front of each team with a bean 
bag, cap, or ball. At the signal to start the leader 
tosses to and receives from each member of his team 
in turn the bean bag. Having received the bag from 
the last one in his line, he takes his place at the foot 
of the line, and the one at the head of the line becomes 



io GAMES 

leader and proceeds to toss the ball to each member as 
did the preceding leader. The group, in which all 
have served as leaders and which successfully com- 
pletes the game first, wins. 

Flag Race 

The pupils of each aisle constitute a team. Flags 
are given to the pupils in each front seat. On the 
signal to go, each pupil holding a flag steps out on the 
right hand side of the seat, runs around the front of 
his own aisle, back on the left hand side, around the 
rear seat, returning to his own seat up the right hand 
aisle, and hands the flag on to the one next behind him, 
who continues the race. When all the pupils in the 
aisle have circled their row of seats with the flag, the 
last one, instead of returning to his seat, runs forward 
and holds the flag above his head in front of his aisle. 
The one first succeeding in reaching the front, wins 
the race. 

In this race it is often better to run two aisles at a 
time and thus avoid the possibility of pupils bumping 
into each other in their attempt to race through the 
aisles. In this way the various winners can race 
against each other, making an interesting contest. 

Seat Vaulting Tag 

A pupil is selected to be "It." He attempts to tag 
any other pupil in the same aisle in- which he stands. 
The pupils avoid being tagged by vaulting over the 
seats. No one is allowed to run around either end. 
"It" cannot reach across the desk in his effort to tag 
another. He must be in the same aisle or tag as one 
is vaulting a seat. A pupil becomes "It" as soon as 
tagged. 

Jerusalem, Jericho, Jemima 

• This is a simple game of attention. The three words 
in the title are near enough alike to require close at- 
tention on the part of the pupil to distinguish between 
them and to act accordingly. Have the pupils turn in 



SCHOOLROOM GAMES n 

their seats facing the aisle. If the teacher says 
"Jerusalem", the pupils stand. If she says, "Jericho", 
they raise their arms momentarily forward and upward. 
If she says, "Jemima", they sit down. Any child mak- 
ing a mistake sits in her seat and faces to the front. 

Compass 

An attention game. The pupils stand in the aisle 
beside their seats. In starting the game, the teacher 
asks them to face to the north, then to the south, then 
to the east, and to the west, so that they have the 
directions fixed in their minds. She then proceeds to 
tell a story or to make statements such as the following, 
"I came from the north." At the mention of the word 
"north" all the pupils must turn and face towards the 
north. "But since I have arrived in the south," — at the 
mention of the word "south" they all turn and face 
the south, etc. If the teacher should say "wind," the 
pupils imitate the whistling of the wind; if "whirl- 
wind" is mentioned, all must spin about on their heels 
a complete turn. Failing to do any of the required turns, 
the pupil takes his seat. 

Geography 

The pupils of each aisle constitute a team. Those 
in the front seats are Number i, those next behind 
them, Number 2, and so on back. The teacher calls 
some number. The pupils having that number race 
to the board and write thereupon the name of some 
river, returning to their seats. The first one back wins 
one point for his team. The game continues until all 
the numbers have been called, the team having the 
most points wins. 

Spelling Words 

Have the pupils in aisle 1 face those in aisle 2, those 
in aisle 3 face 4, those in aisle 5 face 6. Appoint a 
captain for -each aisle. The captain of one team 
starts spelling a word containing more than three 
letters. The captain of the team facing his, adds the 



12 GAMES 

second letter, not knowing what word the captain of 
the other team had in mind. The second man of the 
first team adds a third letter ; the second man of the 
second team adds a fourth, each team trying to avoid 
completing the word. The team completing the word 
loses one point to the other team. For example, the 
first man of team A says "g," the first man of team B 
says "o," thinking of "gold." The second man on 
team A says "o," thinking of "goose." The second 
man on team B can only think of "good" and contri- 
butes "d," ending the word. Team A thereupon 
scores a point. The third man of team A continues 
the game by starting another word. When the ends 
of the aisles are reached the word, if uncompleted, is 
passed to the head of the line and continued. 

If there are four aisles in the room, there will be 
two groups playing at the same time; six aisles, three 
groups; eight aisles, four groups. The captains of 
opposing teams keep a record of the score. 

Rhymes 

This game stimulates quick thinking. Some one is 
selected by the teacher to start the game, and there- 
upon gives some word to which the first pupil in the 
aisle must give a rhyming word before the former 
can count ten. Failing to do this, the leader continues 
and gives a word to the second one in the aisle. The 
rhyming words are to be given before the leader has 
completed his count of ten. Then the one succeeding 
in giving the word replaces the leader. 

Clapping Song 

A pupil is selected by the teacher to clap the rhythm 
of some familiar air. The rest of the children in the 
room endeavor to guess the song clapped. The pupil 
succeeding in doing this is given an opportunity to 
clap another song. 

Indian Trail 

A pupil is blindfolded and placed in the front of the 



SCHOOLROOM GAMES 13 

room. Other pupils, one or two at a time, are given 
the opportunity to stealthily approach the one blind- 
folded, in an endeavor to take some object, from before 
his feet, such as a flower pot and saucer, or a tin can 
with a loose pebble in it, without being detected by the 
one blindfolded. If a pupil succeeds in taking back the 
object to his seat without having been heard, he wins 
a point for his aisle. Where two pupils are sent for- 
ward at the same time, two similar objects must be 
placed at the foot of the one blindfolded. The aisle 
scoring the largest number of points in this way wins 
the game. 

Number Relay 

The pupils of each aisle constitute a team. They are 
numbered, beginning with the one in the first seat. 
The teacher describes some mathematical problem she 
desires done and calls certain numbers. All the pupils 
having those numbers rush to the board and com- 
pute the problem. The first back to his seat wins a 
point for his team, the aisle gaining the largest num- 
ber of points wins the game. 

Multiplication Race 

The pupils of each aisle constitute a N team. The 
teacher decides on a multiplication table which is to be 
placed upon the board. A piece of chalk is handed to 
the first pupil in each aisle. At the signal to go Num- 
ber 1 goes to the board and writes the first example in 
the multiplication table thereupon. Returning to his 
seat, he hands the chalk to the one next behind him, 
who puts the next step in the multiplication table on 
the board, and so the race continues until the one in 
the last seat has returned to his seat, after adding his 
part to the table. The one first back to his seat wins 
for his aisle. 

History Race 

Similar to the preceding, with the exception that the 
pupils are requested to write upon the board the name 



14 GAMES 

of some historical personage or some historical event, 
date, etc. 

Poem Race 

The pupils having learned some poem may use it 
in a game in the following way : 

The pupils of each aisle constitute a team. At the 
signal to go the last pupil in each aisle stands up and 
recites the first line of the poem, returns to his seat 
and taps the one next in front of him, who stands up 
and repeats the second line of the poem, sits down and 
taps off the third pupil, who repeats the third line, and 
so the game continues. If the poem has not been, com- 
pleted after the one in the front seat has said his line, 
he taps the one next behind him, and that one is sup- 
posed to give the next line and so on back. The aisle 
first completing a poem wins the race. 

If the poem be a very small one, words of the poem 
instead of lines may be used. If it be a long one, 
verses instead of lines may be used. 

Last Man 

This is a good active game thoroughly enjoyed by 
the children. The teacher selects one pupil to be "It," 
and another to be chased. The one chased can stand 
at the rear of any aisle and say, "Last man." There- 
upon the front pupil in that aisle is subject to being 
tagged by "It" and leaves his seat. All the other 
pupils in that aisle advance one seat and the first man 
chased sits down in the last seat in the aisle. "It" 
tries to tag the man who left the front seat before he 
can go to the rear of any of the aisles. Should he 
succeed in doing so, he can immediately be tagged back 
if he does not hurry to the rear of some aisle and say 
"Last man." 

(Caution: Should any child appear fatigued when 
"It," substitute another child in his place). 

Change Seats 

This is a good relaxation game. The teacher says, 



SCHOOLROOM GAMES 15 

"Change seats left." Thereupon all the pupils shift 
to the seats to their left. The children who are in the 
last aisle on the left must run around the room and 
occupy the vacant seats on the right hand side. Should 
the teacher say, "Change seats right," the reverse of 
the proceeding is necessary. The teacher can also say, 
"Change seats front," or "Change seats rear," and 
the pupils are expected to obey the commands. Those 
left without seats must run to the other end of the 
room and take any seat found vacant there. 

Relay Run Around 

The pupils of each aisle constitute a team. The 
pupil in the last seat in each row, upon the signal to 
go, steps out in the right hand aisle, runs forward 
around the front of his row of seats, back on the left 
hand side, circling the rear seat, and sits down, touch- 
ing off the next pupil in front of him, who repeats the 
performance. The aisle first accomplishing the run, 
wins. 



CHAPTER III 

SCHOOLROOM GAMES 

For Advanced and High School Pupils 

Geography 

The group is divided into two equal teams. A leader 
is chosen for each. The leader of Team A begins 
the game by giving the name of a country beginning 
with the letter "A" (Austria). The leader of Team 
B gives another country beginning with "A". The 
second member of team A, another; the second mem- 
ber of Team B, another; until one of the teams cannot 
think of any more countries beginning with "A". That 
team last thinking of a country wins one point. The 
other members of the team can help their team mate, 
whose turn it is, by suggesting other countries. The 
member of the team failing to name a country be- 
ginning with "A", starts with the letter "B" and the 
game continues, until one team has won ten points. 
The names of rivers, mountains, states, cities, etc., can 
be substituted for the names of countries. 

Seeing and Remembering 

Fifteen or twenty articles are placed upon a table 
under a sheet, in front of the pupils. The sheet is re- 
moved for a space of 10 seconds and the pupils are 
given a good chance to study the articles on the table. 
After the sheet has again covered the articles, each 
pupil is requested to write as many of the articles as 
can be remembered, on a sheet of paper. The one 
remembering the largest number wins. 

Definitions 

The teacher selects some word from the dictionary, 
16 



SCHOOLROOM GAMES 17 

which is written upon the blackboard. Each pupil 
then writes the definition of that word on a slip of 
paper. After this is done, the teacher compares the 
definition with that in the dictionary. The one giving 
the definition nearest like that in the dictionary wins, 
and gives the next word to be defined. 

Jumbled Words 

The pupils of each aisle constitute a team. Each 
pupil in the aisle is given a number. The one in each 
front seat is Number 1, the one behind him Number 2, 
and so on back. The teacher has prepared a different 
sentence for each aisle with just as many words in it 
as there are pupils in the aisle. One of these slips is 
handed to Number 1 of each team. Number 1 takes 
the first word of the sentence as his word, Number 2 
the second, Number 3 the third, and so on. When the 
last one in the aisle has learned the last word in the 
sentence, the slips are returned to the teacher. Com- 
petition can be added to this phase of the game by 
seeing which aisle can return the slip to the teacher 
first. 

When the slips have all been turned in, the teacher 
calls any number. Thereupon the pupils in each aisle 
having that number, go to the blackboard and write 
distinctly their word from the sentence. For example, 
the teacher calls Number 3. Number 3 of aisle 1 had 
the word "money" ; Number 3 of aisle 2 "can," etc. 

Next the teacher calls Number 5. All the Number 
5's go to the blackboard and write their words directly 
after those written by their previous team mate. When 
all the numbers have been called there is a jumbled 
sentence on the board for each aisle. The pupils of 
the various aisles then try to guess what the sentences 
of the other aisles are. Each one guessed, counts 5 
points. 

Descriptive Adjectives 

An historical personage is selected, such as Columbus, 
George Washington, etc. The first pupil called upon 



i8 GAMES 

must describe the subject with a descriptive adjective 
beginning with "A". The second, third, and fourth, 
etc., adding to this description by using adjectives be- 
ginning with the letter "A". This continues until the 
adjectives beginning with the letter "A" have been 
exhausted. Then the letter "B" is used and the game 
continues. It is well to change the subject after every 
fourth or fifth letter. This is a good game for adding 
to the vocabulary of the pupil. A little fun can be 
had by using, instead of an historical subject, one of 
the pupils of the room for description. 

Store 

The pupils of each aisle constitute a team. The one 
in the front seat in each aisle is Number i, the one 
behind him, Number 2, etc. 

The teacher has a number of cards upon each of 
which appears a letter of the alphabet. The teacher 
holds up one of these letters so that it can be distinctly 
seen by the pupils. Number 1 of each aisle must name 
some article sold in a grocery store, beginning with 
the letter held up by the teacher. (For example, — the 
teacher holds up the letter "F" ; Number 1 of the 
second aisle calls, ''Flour"). The pupil first naming 
an article of that letter is given the card containing 
the letter. The next card held up, the number 2's of 
each team are to name the article, and likewise the 
winner to be awarded the card. The aisle having the 
most cards at the end of the game wins. 

The letters can be written on the blackboard if the 
cards are not available for the game and points awarded 
to each winner. The game can also be used with birds, 
animals, and other subjects in place of articles sold in 
a store. This is a good game to stimulate quick 
thinking. 

Distinguishing Sounds 

This game is good training for the ear. Various 
noises, such as the shaking of a pebble in a tin can, 
in a wooden box, in a pasteboard box, in a large 



SCHOOLROOM GAMES 19 

envelope; knocking on wood, on tin, on coin (as silver 
dollar), on stone, on brass, on lead, — are made. The 
pupils are allowed to guess just what the noise is caused 
by. 

Laugh 

This is a good relaxing game and one in which the 
practice of self control is a factor. An open handker- 
chief is tossed into the air. While it is in the air the 
pupils are to laugh as heartily as they can, but the 
instant the handkerchief touches the floor, all laughing 
is to stop. 

Guessing Dimensions 

The ability to measure with the eye is well worth 
cultivating. Each pupil is to guess the distance be- 
tween various points indicated on the blackboard, the 
height of a door, the width and the height of a school 
desk, the height of the schoolroom, the thickness of 
a book, etc. Each of the guesses is written on a slip 
of paper. The pupil with the best guesses wins. 

Mysterious Articles 

An article is concealed under a cloth on the table. 
Each pupil is given an opportunity to feet the article 
through the cloth and guess what it is, educating the 
sense of touch. 

Distinguishing by Smell 

Various articles invisible to the eye, with distinctive 
odors, such as vinegar, rose, mustard, vanilla, ginger, 
cloye, tea, coffee, chocolate, soap, etc., are placed before 
the pupil. The one able to distinguish the largest 
number of articles by the smell, wins the game. 

Art Gallery 

Pictures of a number of famous paintings by the 
masters are placed on exhibition. The pupil guessing 
the largest number of masters and titles, of the various 
pictures, wins'. 



20 GAMES 

Drawing Animals 

The teacher whispers in the ear of each pupil the 
name of some animal, whereupon the pupil proceeds 
to draw that animal, each pupil being given the 
name of a different animal. Drawings are made and 
put on exhibition. All try to guess as many as possi- 
ble Of the animals represented in the drawings. The 
drawing securing the largest number of correct guesses 
wins for the artist. 

Historical Pictures 

A long sheet of paper is given to each pupil, with 
instructions to draw thereupon a picture representing 
some historical event. After completing the drawing, 
each paper is passed about the room. Each pupil 
writes underneath the picture what he thinks the 
picture represents. His subject is folded under, so 
that the next pupil to receive the picture cannot see 
what his guess has been. At the end of the game, the 
picture having the largest number of correct guesses 
wins. 

Train of Thoughts / 

A word is suggested by the teacher. This is written 
at the top of a sheet of paper by each pupil. The pupil 
then writes beneath that word various thoughts that 
are suggested to him by the word. For instance, the 
word suggested by the teacher is "aeroplane". Pupil 
A has suggested to him by the word "aeroplane", hum- 
ming. He writes that on his list. Humming suggests 
bees. Bees suggest honey; honey, clover, clover sum- 
mer, summer swimming hole, etc. When all of the 
pupils have written fifteen or twenty thoughts which 
have suggested themselves to them, each is called upon 
to read his train of thoughts to the rest of the class. 

Bowknot Relay 

The pupils of each aisle constitute a team. A piece 
of string is given to each pupil in the front seat. At 



SCHOOLROOM GAMES 21 

a signal to start each pupil with the string runs forward 
and ties it in a bowknot on some article placed in front 
of each aisle. After tying the bow, he returns to his 
seat and touches the one in the seat next behind him. 
Thereupon the second member of the team runs, unties 
the bowknot, returns with the string; and hands it to 
the third, who runs forward, and ties it in a bowknot, 
as did the first, and returning touches off the fourth, 
etc. The aisle in which each pupil has accomplished 
the required task first, wins the race. 

Cooking Race 

This is a good game for the class in domestic science. 
The pupils of each aisle constitute a team. A piece 
of chalk is handed to the one in each front seat. At 
the signal to go, the chalk is passed back until it 
reaches the one in the last seat in the row. Every one 
in the aisle must have handled the chalk in passing it 
back. Upon receiving it, the last one in the row runs 
forward to the board and writes thereupon an ingredient 
necessary in the making of cake. Returning, the chalk 
is handed to the one in the front seat and again passed 
back until it gets to the one in the next to the last seat, 
who rushes to the board and writes another ingredient 
necessary in cake making. And so the race continues. 
When the last pupil at the board, namely the one from 
the front seat, has written upon the board and returned 
to her seat, the race is ended. The race is won by the 
aisle first completing this task. 

Spelling Game 

The group, if numbering 40 or more pupils, is divided 
into two teams. The contestants of each team are 
given a different letter of the alphabet. The teacher 
gives a word. Thereupon the pupils in both teams 
whose letter occurs in the word named, run one to the 
front and one to the rear of the room, as assigned by 
the teacher, and take their places in the order in which 
their letter occurs in the word. When the pupils have 
taken their proper position, they call out the letters 



22 GAMES 

they represent, spelling the word. The group first 
accomplishing this, wins one point for their team. If 
the letter occurs twice in the same word, that pupil 
representing that letter takes his place where the letter 
first occurs in the word and shifts to the second position, 
so as to help complete the word. 

If the group be too small for two alphabets the game 
can be played by having but one and seeing which of 
the various words given is formed in the quickest time 
by the single group. 

Grammar Race 

The pupils of each aisle constitute a team. A piece 
of chalk is given to the one in each front seat. At 
the signal to go, the one with the chalk rushes to the 
board and writes the first word of a sentence on the 
board and returns to his seat, passing the chalk on to 
the second one, who writes the second word for a 
sentence. The third writes the third, and so on until 
a complete sentence has been written upon the board. 
The one in the last seat must complete the sentence 
and return to his seat, ending the race. 

Twenty-five points is awarded the team finishing 
first; twenty-five points to each team with correct 
spelling; twenty-five points for the team with the best 
writing; twenty-five points for the best composition 
of the sentence. 

Schoolroom Tag 

A three foot circle is made with a piece of chalk 
in the front of the room. Each pupil in the room is 
given a different number. The teacher selects one to 
be "It," who must stand at least ten feet from the circle 
and be touching a side wall. "It" calls a num- 
ber. The pupil whose number is called tries to run 
through the circle in the front of the room and get 
back to his seat without being tagged by "It". 
The one who is "It" must run through the circle be- 
fore he can tag the one whose number he called. If 
the pupil is tagged he becomes "It". 



SCHOOLROOM GAMES 23 

Directions 

An attention game. Taking for granted that the 
pupils have a general knowledge of the directions of 
various towns or cities in their state or the surround- 
ing states, the following game can be played. 

All are requested to stand in the aisle beside their 
seats. The teacher then proceeds to make statements 
or tell some story, mentioning the names of various 
cities and towns. At the mention of these the pupils 
face in the direction in which said cities or towns are 
located. Failing to turn correctly when a city is men- 
tioned the pupil is required to take his seat. 



CHAPTER IV 

SCHOOLYARD GAMES 

For Primary Pupils 

Chase the Rabbit 

The group kneels in a circle with their hands on 
each other's shoulders. The one selected to be rabbit 
runs around the circle and tags some individual. There- 
upon that individual must get upon his feet and run 
to the left around the circle. The rabbit runs to the 
right around the circle. The rabbit must tag the one 
who is running around in the opposite direction, and 
then both endeavor to get back to the hole left in the 
circle. The one failing to do this becomes the rabbit 
for the next play. 

Steps 

One of the group is selected to be "It". He stands 
with his back to the group and counts five, at the end 
of which he turns rapidly around. If he sees any of 
the group moving, that one seen must go back to the 
starting line. While the one "It" is counting, it is the 
object of the group to progress toward him as rapidly 
as possible. 

Statues 

This game is similar to the game "Steps," above 
described, excepting that the players standing behind 
"It" assume the poses of statues. "It" upon turning 
around endeavors to detect some movement on the 
part of the statues, in which case that player takes the ' 
place of "It". 

24 



SCHOOLYARD GAMES 25 

Progression 

The players stand behind a line. Each in turn most 
cover the space between said line and another line 
twenty yards distant by a manner of progress different 
from that used by any of the previous players. For 
example, the first one called upon to cover the inter- 
vening space between the lines walks, the second one 
runs, the third hops, the fourth crawls, the fifth walks 
backward, etc., and so on until all of the players have 
reached the far line. This game taxes the ingenuity 
of the last players to be called upon, as they have to 
initiate new methods of progress. 

Squirrel in Trees 

Players stand in groups of three — two facing one 
another with hands joined to form hollow trees, and 
the third within the tree hollow to represent the 
squirrel. There is also one odd squirrel outside the 
tree. The teacher or leader claps her hands, when all 
squirrels must run for other trees, and the odd squirrel 
tries to secure a tree, the one left out being the odd 
squirrel the next time. Players' positions may be re- 
versed frequently to give all an equal chance to be 
squirrels. s ' 

Shadow Tag 

'This game is similar to ordinary tag, with the ex- 
ception that "It" endeavors to touch or step on the 
shadow of one of the players. Succeeding in doing 
this, that player becomes "It". 

Handkerchief Tag 

A player is selected to be "It". A knotted handker- 
chief is given to the rest of the players. "It" can only 
tag the player holding the handkerchief in his hands. 
The players endeavor to get rid of the handkerchief by 
throwing it from one to another. Should the handker- 
chief fall upon the ground, there is no one for "It" to 
tag until it has been picked up by one of the players. 



26 GAMES 

Puss in Corner 

The players are distributed about the playing area, 
and given goals, such as trees, fence and building 
corners, etc. One player is selected to be "It". The 
other players endeavor to change places. "It" can 
either tag one of the players who is off his corner, on 
goal, or step into the goal vacated by one of the players. 
In the first case, the player tagged becomes "It" ; in 
the second, the player left without a goal becomes "It". 

.Back to Back 

This is a tag game in which "It" may tag anyone 
who is not back to back with one other player. 

Peggy in Ring 

A blindfolded player takes his place in the center 
■of the group which has joined hands, forming a ring. 
The ring begins to dance around in a circle until 
"Peggy", who is blindfolded in the centre, pounds three 
times with a stick upon the ground or floor. This is 
the signal for everyone to stand still. "Peggy" then 
"holds out the stick to some one in the circle. The one 
nearest to it must grasp the end. "Peggy" then asks 
the one at the other end three questions. The questions 
may be answered by grunts or groans and "Peggy" 
^endeavors to guess who is thus answering the questions. 
Succeeding, the one questioned takes "Peggy's" place in 
the center of the circle and the game proceeds. 



CHAPTER V 

SCHOOLYARD GAMES 

For Intermediate Pupils 

Link Race 

The group is divided into two teams, and a leader 
appointed for each. A large square is marked upon 
the ground and the opposing teams line up upon op- 
posite sides of the square behind their leader, each 
locking his arms about the waist of the man in front 
of him. At a signal to go both groups endeavor to tag 
the rear end of the group in front of them by running 
about the square, keeping on the lines. Should a group 
succeed in tagging the rear of the line in front, but it 
is found that their own line is broken through the 
effort, it does not count. But the broken line can be 
tagged by the rear of the line and it will count. So it is 
up to that part of the line which has broken loose at the 
rear to catch up with the rest of its team. 

Maze Tag 

All but two of the players stand in parallel lines or 
ranks, one behind the other, with ample space between 
each player and each . two ranks. All the players 
in each rank clasp hands in a long line. This will leave 
aisles between the ranks and through these a runner 
and chaser make their way. 

The sport of the game consists in sudden changes in 
the direction of the aisles, brought about by one player 
who is chosen as leader. He stands aside, giving the 
commands, "Right face !" or "Left face I" at his dis- 
cretion. When one of these commands is heard, all 

27 



28 



GAMES 



of the players standing in the ranks drop hands, face 
in the direction indicated and quickly clasp hands with 
the players who are then their neighbors on the right 
and left. This brings about a change of direction in 
the aisles and therefore necessitates a change of direc- 
tion in the course of the two who are running. 



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The success of the game depends largely upon the 
judgment of the leader in giving the commands, "Right 
(or left) face !" These should be given quickly and 
repeatedly, the leader often choosing a moment when 
the pursuer seems just about to touch his victim, when 
the sudden obstruction put in his way by the change in 
the position of the ranks makes necessary a sudden 
change of direction on his part. The play continues 
until the chaser catches his victim, or until the time 



SCHOOLYARD GAMES 29 

limit has expired. In either case two new players are 
then chosen from the ranks to take the places of the 
first runners. 

It is a foul to break through the ranks or to tag 
across the clasped hands. 

Turtle Tag 

One player is selected to be "It" and chases the rest. 
In order to avoid being tagged, a player may lie upon 
his back with both feet and hands off the ground. 

Roly Poly 

This game must be played in groups, not larger than 
12. Holes are dug in the ground with the heels of the 
shoe. These holes are placed about 6 inches apart in 
a line. They should be about 3 inches in diameter and 
at least one inch deep. A line is drawn 6 feet from the 
first hole. The one who is "It" must stand behind this 
line and roll a soft ball so that it will drop into one of 
the holes. If he misses, he continues to roll until he 
succeeds. If he succeeds, the one, into whose hole the 
ball rolls, runs forward, picks it up and endeavors to 
hit any other player from the position in which he 
picked up the ball. The rest may run in their effort 
to get away. Should he miss, a goose egg — (a small 
stone) — is placed in his hole. Should he succeed in 
hitting a player, a goose egg is placed in the hole of 
that player. The one to whom is awarded the goose 
egg is the next to roll the ball from the dead line in 
the endeavor to get it into a hole. Any player getting 
three goose eggs has to run the gauntlet, which is the 
name given to running between two lines of players 
while they slap at his back. The faster he runs the 
lighter the slaps. No player is allowed to hit from 
the front. 

Antony Over 

A group is "divided into two teams, A and B. The 
game is played around a small building, such as a 



30 GAMES 

small school house or wood shed, around which 
there is free running space. To team A is given 
a soft ball, such as a tennis or yarn ball. The ball 
is thrown over the building to team B. If it is caught 
by one of the players of team B, the whole team slips 
around the building, all going in the same direction, 
and trying to hit with the ball some one on team A 
before they can get around to the opposite side of the 
building. Team A tries to escape being hit by dodging 
and running around the building to the opposite side. 
If a player is hit, he goes to B side. The teams keep 
their new places and B throws the ball over to A. If 
the ball is not caught, it is thrown back and forth over 
the building until caught. The team which first hits 
all of its opponents wins, or a time limit may be agreed 
upon and the team having the greatest number of 
players at the end of that time, wins. 

Snake and Bird 

Two lines are drawn in the schoolyard about fifty 
feet apart. The group is divided into two teams. The 
one team links hands and takes a position between the 
two lines, and the leader calls, "Birds run". The 
other team, which is lined up behind one of the lines, 
endeavors to run across the space, between the two 
lines without being caught by the snake, which en- 
deavors to circle around as many of the second team 
as it can. A record is % kept of the number of boys 
caught. Then the other team becomes snake and en- 
deavors to coil around as many of the opponents, when 
they attempt to cross the space between the lines, as 
possible. 

In and Out 

The group grasp hands, forming a circle. Two in- 
dividuals are selected, one to be "It", and the other to 
be chased. These two are placed on opposite sides of 
the circle. Then "It" endeavors to tag the other. The 
one chased may go in and out under the hands of those 
forming the circle, cut through or run around the cir- 



SCHOOLYARD GAMES 31 

cle and "It" has to follow the same course in the pur- 
suit. When "It" succeeds in tagging his partner, two 
other players take their places. 

Fox and Rabbit 

The group link hands and form a circle. Two players 
are selected, one to be "It" and the other to be chased, 
as in the preceding game. In this game, however, it 
is not necessary that the fox follow the same course 
the rabbit pursues, in his endeavor to tag him, but both 
can go in and out of the circle at will. The players in 
the circle endeavor to assist the rabbit and impede the 
fox in his chase, as much as possible. When the fox 
has caught the rabbit, two other players are selected to 
take their places. 

Chicken Market 

One player is selected to be a buyer, another to be 
the market man. The rest of the players are to be 
chickens. They stoop down in a row, clasping their 
hands under their knees. The buyer inquires of the 
market man, "Have you chickens for sale?" The 
market man says, "Yes, plenty of them". Thereupon 
the buyer goes along the line and examines the chickens. 
He finds one too tough, one too fat, etc., until at last 
he comes to one which suits his fancy, and he so in- 
forms the market man. He takes one arm and the 
market man takes the other and between them they 
swing the chicken back and forth. If the chicken 
maintains the grasp of its hands beneath its knees, it 
is accepted by the buyer and is led off to the home of 
the. buyer, marked upon the ground. The game con- 
tinues until all the chickens are sold. 

Chickidy Hand 

The player who is selected to be "It" interlocks the 
fingers of his hands and holds them against a post, 
which is known as the goal. The other players fold 
their hands in the same way and place them against 



32 GAMES 

the post. To start the game, "It" counts ten, where- 
upon the players leave the goal and "It" endeavors to 
tag one of them. The hands must be kept folded until 
tagged. The one tagged joins hands with "It" and 
continues with him in an effort to tag others. The 
players endeavor to keep from being tagged by the 
line and try to break through the line. Succeeding in 
this, the individual towards the head of the line, next 
to the break, drops out of the game. Those in the line 
cannot tag a player who has rushed in and succeeded 
in breaking the line until the line reforms. 

Pass Ball 

The group form a circle and are counted off in 2's. 
The Number i's are given a ball or some other object 
easily tossed, at one side of the circle and the Number 
2's a like object on the other side of the circle. Then 
i competes against 2 in an endeavor, by passing the 
object around the circle, to have it overtake that passed 
by the other team. When the object passed by one 
team has overtaken and passed that of the other, it 
counts one point and the game starts over, with the 
objects on opposite sides of the circle. 

Poison 

The group forms a circle, linking hands. In the 
center of the circle is placed on end a short log 
about a foot long. (A tall bottle may be used in place 
of the log). By it is lying a soft playground baseball 
or a yarn ball. The circle begins to rotate around the 
log, the object being to keep from knocking the club 
over, on the one hand, but to force some one else in the 
circle to knock it over. The instant it falls, the circle 
dissolves and all the players except the one who knocks 
over the club run, while he picks up the ball and throws 
it at the running players. If he succeeds in hitting 
some one, the one hit is out of the game. If he fails, 
he is out. So the game continues until but two players 
are left. 



SCHOOLYARD GAMES 33 

Fox Trail 

A large circle is drawn upon the ground. This should 
measure from 30 to 40 feet in radius. Another circle 
is drawn within this first circle and should have a 
radius 10 feet less than the first. Eight or 10 spokes 
are drawn from the center to the circumference. Where 




these spokes intercept the outer circle a small circle is 
drawn. These small circles are known as "dens". A 
player is placed in each one of these dens. Another 
player is known as the hunter and stands at the hub 
of the wheel. The players in the dens are known as 
foxes. There is to be one more fox than den. This odd 
fox can stand anywhere else on the rim, where he tries 
to get a den whenever he can. The object of the game 
is that the foxes run from den to den without being 
caught by the hunter. The method of running, how- 



34 GAMES 

ever, is restricted. Both foxes and hunter are obliged 
to keep to the trails running only on the lines of the 
diagram. It is considered poor play to run from den 
to den on the outer rim, as there is -practically no risk 
in this. Foxes may run in any direction on the trail, 
on the spokes or on either of the rims. They may not 
turn back, however, when they have started on a given 
trail, until they have run across to the intersection of 
another line. If the hunter succeeds in tagging a fox, 
the two exchange places, the fox becoming the hunter. 
This is a good game to play in the snow marking the 
trails in the snow. 

Weavers Race 

A group forms a circle which is counted off by 2*s. 
The Number i's in the circle constitute team A, and 
the Number 2's team B. Two captains stand side by 
side in the circle. Each holds a small stick. At a signal 
to go both start racing in opposite directions around 
the circle, going to the rear of the first player, to the 
front of the second, to the rear of the third, etc., weav- 
ing their way in and out. When they meet at the 
further side of the circle they must join hands and 
spin around once in the circle before continuing to 
weave their way back and forth from the point in the 
circle from which they left. Thereupon number 1 of 
A team tags the next player on his team in the direction 
in which he ran. Number 1 of B team tags the next 
one on his team who starts in the direction in which 
the first ran. The race continues until everyone in the 
team has completed his run around the circle in the 
required way. 

Circle Chase 

The group forms a circle and counts off by 4's. The 
leader takes his place in the center of the circle. He 
calls any number from 1 to 4, and all of the men hold- 
ing that number step back and run around the outside 
of the circle to the right, endeavoring to tag the man 
who is running just ahead of him. The leader blows 



SCHOOLYARD GAMES 35 

a whistle, which is the signal for the men to return to 
their original places in the circle, with the exception 
of those who have been tagged out. The latter are 
supposed to take a position within the circle. The 
leader next calls another number and they proceed as 
did the first. As the game continues, the circle grows 
smaller. The individual wins who succeeds in tagging 
out all those of his number. 

Reuben and Rachel 

The group forms a circle, joining hands. One 
of the players is blindfolded and placed in the center 
of the circle. All the rest in the ring dance around 
liim until he points at some one. That one enters the 
circle and the blind man calls out, "Rachel". The 
other must answer, "Here, Reuben", and move about 
in the circle so as to escape being tagged by Reuben. 
Every time Reuben calls out, "Rachel", she must reply, 
"Here, Reuben", and so it goes on until she is caught. 
Reuben must guess who she is and if he guesses cor- 
rectly Rachel is blindfolded and the game goes on as 
before. If not, the same individual continues as Reu- 
ben and he points out a new Rachel to come into the 
circle. 

Channel Tag 

The group forms a circle, faces to the right and as- 
sumes a stride position. The one selected to be "It" 
takes his place in the center of the circle. The others 
pass a ball or bean bag either backward or forward be- 
tween their legs. The one in the center tries to capture 
the ball or bag. If he succeeds, the one last touching 
it must take his place in the center of the circle. Every 
one must touch the ball or bag when it passes by them, 
either forward or backward. 

Soak 'em 

A sock stuffed with straw is used in this game. A 
circle is drawn upon the ground. The group is divided 
into two teams. One team takes its place in the center 



36 GAMES 

of the circle, the other lines up around the circumfer- 
ence. Those on the outside of the ring endeavor, with- 
out stepping over the line, to throw and hit those with- 
in. Succeeding, the one hit must lie upon the ground 
within the ring. The others endeavor to avoid being 
hit by dodging here and there. When all of the first 
team in the ring have been hit, they take their position 
outside of the ring and throw at their opponents. The 
team succeeding in hitting all of the opponents in the 
quickest time, wins. 

The Dummy 

One of the group, known as the "dummy", must 
take a position 30 feet in front of a line and stands with 
his back to the rest of the group. A soft ball is thrown 
at him and he endeavors to guess who hit him. If he 
succeeds, that one must take his place. 

Oriental Tag 

Similar to ordinary tag, except that the one "It" 
cannot tag any one who has his forehead to the ground. 

Ball Tag 

The one who is "It" is armed with a soft ball. He 
attempts to tag another by means of hitting him with 
the ball. The one who is hit becomes "It". 

Couple Tag 

Similar to ordinary tag, except that the group is 
arranged in couples. Couples must lock arms. The 
couple which is "It" endeavors to tag some other 
couple. If either of the men making up the "It" 
couple succeeds in tagging either man of another couple, 
that group is "It". 



CHAPTER VI 

SCHOOLYARD GAMES 

For Advanced and High School Pupils 

Dresden Tag 

The group forms a circle with at least three feet 
space between each individual in the circle. One in- 
dividual is selected to be "It", another to be chased. 
Those in the circle are to place their hands upon their 
knees and assume a stooping position, as for leap frog. 
"It" endeavors to tag the individual he is to chase be- 
fore said individual can leap over the back of any one 
forming the circle. Should he leap over the back of 
some one, the one over whose back he jumped is then 
subject to being tagged by "It". Should "It" tag the 
one chased, then "It" must leap over some one's back 
to escape from being tagged. After leaping over a 
back, the individual who made the leap takes the 
position of the one who left that place in the circle. 

Fox and Geese 

One player is chosen to be fox, another to be gander. 
The remaining players all stand in single file behind 
the gander, each with his hands upon the shoulders of 
the one next in front. The gander tries to protect his 
flock of geese from being caught by the fox and to do 
this stretches out his arms and dodges around in any 
way he sees fit to circumvent the efforts of the fox. 
Only the last goose in the line may be tagged, unless 
the line be very long, then the last five or ten players 
may be tagged, as decided beforehand. It will be 
seen that the geese all may co-operate with the gander 
by doubling and redoubling their line to prevent the 
fox from tagging the last goose. Should the fox tag 

37 



38 GAMES 

the last goose or one of the last five or ten, if that be 
permissible, that goose becomes fox and the fox be- 
comes gander. 

Plug the Hole 

The players form in a circle with their legs in a 
stride position, their toes touching those of the next 
player. The one who is "It" takes his place in the 
centre of the circle. A partner to "It" takes his place 
on the outside of the circle. "It" is given a salt bag 
stuffed with saw dust or an old basketball cover stuffed 
with rags or some similar object. "It" endeavors to 
throw the stuffed bag between the legs of any of the 
players making up the circle. The players in the circle 
must keep their hands upon their knees until they see 
the bag coming towards them. They can then intercept 
it with their hands but are not allowed to move their 
feet. Should "It" succeed in throwing the bag between 
the legs of any player, his partner on the outside may 
capture it and endeavor to throw it back into the circle 
by the same method by which it came out, while the 
one between whose legs the bag was thrown takes "It's" 
place. Should "It's" partner on the outside succeed in 
throwing the ball into the circle between the legs of 
any player, that player takes the partner's place on 
the outside. 

Partner Swat Tag 

Form a circle in pairs, partners linking arms to- 
gether. Two stuffed clubs (made by stuffing stockings 
with waste or rags), are placed in the hands of one of 
the couples selected to be "It". This couple runs about 
the circle and hands the clubs to another set of partners 
in the circle. Thereupon the others, receiving the clubs, 
chase the couple at their right around the circle, beat#- 
ing them with the clubs until they have reached their 
original place in the circle. The couple holding the 
clubs then go around the circle and hand the clubs to 
another couple, who proceed to chase the others at their 
right and so the game continues. 



SCHOOLYARD GAMES 39 

Freight Train Tag 

The boys are divided into groups of three's. Each 
three line up, one behind the other, with their arms 
locked around the waist of the man in front. The first 
man in the group i5 the engine, and the last man the 
caboose. One man is selected to be "It", another to 
be chased. In order to avoid being tagged by "It", the 
man chased endeavors to hitch on the rear of a freight 
train by locking his arms around the caboose. There- 
upon the engine, or the man at the front of the train, 
is subject to being tagged by "It" until he can hitch 
on to some other train. Those individuals making up 
a train endeavor to keep any one from hitching on to 
their caboose. "It", having tagged another, is subject 
to being tagged back immediately, provided he has not 
hitched on the rear of some train. 

Roll Ball 

The players form in a circle, grasping the hands of 
their neighbors. The one selected to be "It" takes his 
place in the center and is given a basketball or a 
stuffed sack, which he endeavors to kick outside of 
the ring. The players in the circle endeavor to pre- 
vent same by interfering with their legs. . Should "It" 
succeed in kicking the ball outside the circle, the player 
between whose legs it went or to whose right it went, 
must take "It's" place. 

Take Away 

The group is divided into two teams. One team is 
given a ball or some other object which can be easily 
caught. The object of the game is to keep the ball 
away from the opponents as long as possible. Should 
the opponents capture the ball, they in turn endeavor to 
pass it among themselves, keeping it away from the 
other team. 

Red, White and Blue 

Two lines are marked upon the ground, about fifteen 



40 GAMES 

feet apart. The group is divided into three equal 
teams; one team is known as the red, the other the 
blue, and the third the white. The blue team takes its 
position between the two lines, with the red team be- 
yond one line and the white beyond the other. A ball 
or some other soft object easily thrown is given to the 
red team. Any member of that team may try to hit a 
member of the blue team, with the ball, without step- 
ping over the line. Should he succeed, it counts one 
point for the red. Should he miss and the ball go 
across to where the white team is stationed, any mem- 
ber of the white team endeavors to hit one of the blue 
and scores a point if successful. Should the ball fail 
to return to either the red or the white team, a member 
of either of those teams may run into the blue territory 
to recover it, but must return or toss the ball back to 
his team beyond the line before it is again in play. The 
playing time of the game is divided into thirds. The 
reds change places with the blues in the second third, 
and the whites with the reds in the last third. Only the 
team between the lines is subject to being thrown at. 
The team having the most hits to its record at the end 
of the game, wins. 

Pin Ball 

This game is played with the same rules as basket- 
ball, except that in place of the baskets a 6 foot circle 
is drawn in the center of each end of the playing space, 
and in the center of each circle a short flat end log 
about 14 inches long and 3 inches in diameter stands 
upon its end. Seven players constitute a team. A 
pin guard is placed within each circle, with the 
pin and he is the only one that is allowed to step 
inside the circle. The object of the game is to knock 
down the opponent's pin by hitting it with the ball. It is 
a foul to carry the ball or to hold an opponent. Where 
basketball rules are known to the players, use the same 
rules for this game. In case of a foul, a 15 foot 
line measured from the pin in the circle is used 
as a free throw line. In a free throw the guard is not 



SCHOOLYARD GAMES 41 

allowed to interfere with the ball hitting the pin. A 
stuffed sack can be used in place of a ball in this game. 

Kick Ball 

An inflated ball about the size of a basketball is best 
for this game, but a bean bag can be used. The group 
is divided into two teams. One team is at the bat and 
the other in the field, arranged as in regular baseball 
with the exception that there is a short stop on both 
sides of the pitcher. The home base is marked upon 
the ground in form of a rectangle 4 feet long and 3 
feet wide. The ball is tossed with an underhand toss, 
so that it passes over the base not higher than the level 
of the knee of the batter. Three strikes and four balls 
are allowed, as in baseball. Three men out retire a 
side. The principal difference is that the batter kicks 
the ball and may be put out by being hit with the ball 
when running between bases. 

Hand Baseball 

This game is like regular baseball, with the ex- 
ception that a tennis ball or soft rubber ball is 
used for a ball and the hand is used for a bat. The 
pitcher throws the ball so that it bounds just in 
front of the batter* If on the bound it passes over 
the. home plate above the knees and below the 
shoulders of the batter, it constitutes a strike. The 
home plate is marked upon the ground and is 2 feet 
square. The batter hits the ball with the open palm 
of his hand and runs bases, as in regular baseball. 
Four balls and 3 strikes count as in regular games. 

Last Couple Out 

This is an old Swedish game and one which can 
still be played and thoroughly enjoyed. The players 
are arranged in double file. One player is selected to 
be "It" and takes a position about 10 feet in front of 
the file, with his back to it. He calls, "Last couple out". 
Thereupon the last two in the double file run forward, 



42 GAMES 

one on either side of the line and endeavor to join 
hands in front of "It", without being tagged. "It" can- 
not look behind or start to chase until the last couple 
are on a line with him. The couple are allowed to 
circle as far out from the double line as they wish in 
their endeavor to avoid "It", and may join hands in 
any position, so long as they are in front of "It's" 
original position. Should "It" tag one of them before 
they have had an opportunity of joining hands, the one 
tagged becomes "It", and the one who was "It" unites 
with the extra player at the head of the double column. 
Otherwise "It" remains "It". 

Spanish Fly 

This is an old leap frog game. One player is 
chosen to be "down". The others follow the leader 
in taking frog leaps over the back of the one downed. 
At the first leap the leader says, "Spanish fly". All the 
others must repeat those words upon taking their leap. 
At his second leap, the leader says, "Handlings", and 
squeezes his fingers into the back of "Down". The 
others must do as he did. The leader next says, 
"Knucklings" and doubles his knuckles up on the back 
of "Down" in leaping over. The next command is 
"Spurrings", and the leader hits "Down" with the heel 
of his right foot in making the leap. The next com- 
mand is "Dump the apple cart", and the leader grasps 
the clothes of the boy in going over and endeavors to 
pull him forward. The next is "Hats on deck", and 
the leader places his hat on the back of the boy as he 
passes over him. The next boy after the leader places 
his hat upon that of the leader and so on until all of the 
boys have their hats on the back. The next command 
is "Hats off deck", and the last boy to place his hat 
upon the back is the first to leap over, endeavoring to 
pick his hat off without knocking any of the others off. 
Should any of those following the leader fail in ac- 
complishing the trick they are supposed to do, they be- 
come "Down" and the boy who was downed becomes 
the leader. 



SCHOOLYARD GAMES 43 

Tony Says 

This is a good game to follow formal gymnastic ex- 
ercises, maintaining the same formation. The players 
are lined up in open order upon the playing space. The 
leader asks for a number of exercises for the arms and 
legs. The players execute these upon command pro- 
vided the words "Tony says" precede the command. 
For example, Tony says "Attention" ; Tony says "Raise 
arms to side horizontal" ; Tony says "Arms down." If 
the leader fails to say "Tony says" before the command, 
the players are not to execute the command. Should a 
player execute the command at the time when he is 
not supposed to, he is required to run to a given point 
behind the leader and return to his original place. This 
is required of every player making a mistake. 



Part II 

SOCIABLE GAMES FOR THE 
HOME, CHURCH, CLUB, ETC. 

CHAPTER I 
GAMES FOR THE HOME 

These games have been selected for the use of small 
family groups. In many of them parents and children 
will find an opportunity for entertainment during the 
long winter evenings in the home. 

Twenty Questions 

This is a quiet, entertaining and instructive game. 
One member of the family is given the privilege of 
thinking of some specific object anywhere in the uni- 
verse. The others endeavor to guess what that object 
is and are only allowed to ask twenty questions in doing 
so. The one who thinks of the object to be guessed, 
only answers the questions asked by yes or no. It is 
exceptional when the object is not guessed, no matter 
how difficult it may be, before the twenty questions 
have been asked. Example, — the King of Belgium is 
selected by the player. The first question asked by 
another player is, "Is it in the animal kingdom?" This 
question is answered by "Yes". 

Second question: "Is it in a menagerie?" 

Answer: "No." 

Third question: "Is it a man?" 

Answer: "Yes." 

Fourth question: "Is it an historical character?" 

Answer: "Yes." 

Fifth question: "Is he an American?" 

Answer: "No." 

44 



GAMES FOR THE HOME 45 

And so the questions and answers continue. Any- 
one has the privilege of asking a question at any time. 
The one who is thinking of the subject keeps a record 
of the number of questions asked. If any one has 
guessed within twenty questions, he has the opportunity 
of thinking of the new object to be guessed. 

You Know Me 

One of the group is given the privilege of starting 
the game by assuming he is some well known character, 
and makes the statement, "I am the man who invented 
the lightning rod". The others of the group endeavor 
to guess who he is. The one first guessing Benjamin 
Franklin is given the opportunity of continuing the 
game by assuming he is some other prominent character. 

Come-She-Come 

One member of the group is given the opportunity 
to select some object in plain sight in the room, to be 
guessed by the others. That individual says, "Come 
she come". Another individual says, "What does she 
come by?" The first individual answers, "By the letter 

", and gives the first letter of the name of the 

object he has selected to be guessed. The others there- 
upon endeavor to guess what that object is. The one 
succeeding determines the next object to be guessed. 

Hide the Thimble 

All of the group leave the room, except one, who 
hides somewhere about the room a thimble. The others 
are then called back and endeavor to find it. If the 
thimble is hidden in a very difficult place, the one who 
hid it can inform the searchers if they are "warm" or 
"cold"; "warm" indicating that they are near, "cold" 
that they are not seeking in the right place. 

Tit Tat Too 

A diagram similar to the illustration (Fig.i) is drawn 
on a sheet of paper. Two players only can participate. 
The first player marks a cross in any of the spaces be- 



4 6 



GAMES 



tween the lines; the next player makes a circle in any 
other space. The object of the game is to have one 
of the players succeed in placing three of his marks 
in a straight line, vertically, horizontally, or diagonally, 
upon the diagram. If neither succeeds, a new diagram 



X 



o 



X 



o 



X 



FIG. I. 



FIQ.2. 



is drawn and the game continues. The player making 
the crosses has won the game in (Fig. 2) as he has 
three crosses in a line. 

Last Match 

Three piles of matches are placed upon the table. 
Each pile can contain anywhere from ten to twenty 
matches. The object of the game is to make your 
opponent pick up the last match, two players playing. 
Playing proceeds by each player taking up from any 
one pile as many matches as he wishes. He may take 
all in the pile if he so desires. Each takes matches in 
turn, endeavoring to make it so that the opponent has 
to take the last match left on the board. 

Your House, My House 

A piece of string about three feet long is tied to the 
end of a slender stick of about the same length. A 
slip knot is tied in the end of the string. A loop about 
two inches' in diameter is made with the slip knot on 
the top of the table. All of the players excepting the 
one holding the stick then place the point of their index 
fingers on the table within the loop. The one holding 
the stick, as a fish pole says, "Your house" or "My 
house". If he says "My house", he jerks the stick 



GAMES FOR THE HOME 47 

endeavoring to capture the forefinger of any of the 
players. He does not jerk the stick when he says "Your 
house". He endeavors to fool the others by saying 
abruptly, "Your house", several times before saying 
"My house" and pulling the string. The player avoid- 
ing being caught next takes the stick. 

Catechism of States 

Q. — Which is the best State for fresh pork? 

A. — New ham, sure. 

Q. — Which is the best for an early summer hotel? 

A. — May inn. 

Q. — In which should surgeons dwell? 

A. — Connect-a-cut. 

Q. — In which should laundrymen prosper? 

A. — Washing done. 

Q. — In which do impudent people dwell? 

A. — Can sass. 

Q. — Which is the best for deer-hunting? 

A. — Collar a doe. 

Q. — Which is the best for locksmiths? 

A. — New brass key. 

Q. — In which would you look for a morning attire? 

A. — Day coat, eh ! 

Q. — In which is one likely to fail in getting a drink? 

A. — Miss-a-sip. 

Q. — In which can you find a red letter? 

A.— Florid A. 

Q. — In which does the hustle make one sick? 

A. — 111 o' noise. 

Q. — In which is one likely to use his farming imple- 
ments. 

A. — I'd a hoe. 

Q. — In which can one acquire an estate by marriage ? 

A. — Mary land. 

Q. — In which is one letter of the alphabet taller than 
the others? 

A. — O higher. 
' Q. — In which are bodies of land surrounded by water 
given a ride? 



48 GAMES 

A. — Rhode Island. 

Q. — Which is called to your mind by holding two 

$5 bills? 
A. — Tenn I see. 
Q. — Which would a woman rather have if she can't 

get a new sealskin sack? 
A. — New Jersey. 
Q. — Which does the farmer's wife mention when she 

asks you to partake of apple sauce? 
A. — Take sass. — Capper's Weekly (Topeka). 

Step by Step 

A bean bag or soft ball is needed for this game. All 
of the group excepting one who is selected to be leader 
sit on the bottom step of the stairs. The leader tosses 
the ball to the one at the right end of the line and 
receives it back. He tosses it to the second and 
third. Should any of the players miss catching the 
ball, all the other players move up one step, except 
the one missing; he remains on the first step. The 
leader then continues passing until all have been 
served; he then starts again at right of line. He 
passes the ball last to the one on the lower steps. 
Should any of the players on any step miss the ball, 
all the other players advance one step. The ones who 
advance from the lower step take a position at the right 
of the one who missed the ball on the step above. 
Should the leader miss the ball at any time, the one at 
the right on the highest step takes his place. The game 
continues until the top of the stairs is reached by one or 
more players. If more than one player reaches the top 
step then the progress continues down the stairs, a step 
for each miss by any of the players. When one player 
holds the most advanced step alone, the game starts 
over with that player as leader. 

Spin the Platter 

All of the players in the room are given a number. 
A tin plate is spun in the centre of the room by one 
of the players who calls some number. The one whose 



GAMES FOR THE HOME 



49 



number is called endeavors to catch the plate before it 
has stopped spinning. If successful, he calls another 
number after again spinning the platter. Should the 
player fail to catch the platter before it has stopped 
spinning, a forfeit is demanded. All the players hav- 
ing forfeits are demanded to pay their forfeits by per- 
forming some stunt suggested by one of the group 
selected to determine the penalty. 

Board and Nail Puzzle 

A rectangular board 2 inches broad and 3 inches 
long has holes bored into it in the design herewith 



< 






1 (+) m * mm 




* \& • • • • 




> 



illustrated. Nails are stuck loosely in all of these holes, 
excepting the centre one. The puzzle is to jump all of 
the nails off the board so that only one nail is left, and 
that in the centre hole on the board. The nails are 
jumped off in the same manner that men are jumped in 
the game of checkers. Jumping is allowed either for- 
ward, backward, or sideward, but not diagonally. 

Spinning for 20 

A wooden top is made by sawing off the end of a 



50 GAMES 

large spool and sticking a match or small stick through 
the hole in the centre. Four concentric circles are 
drawn upon a sheet of paper which should be about 
twelve inches square. Inside of the smallest circle, 
which should have a diameter of 2 inches, the number 
20 is placed. The next circle outside of this one, hav- 
ing a diameter 2 inches greater, should be numbered 
15, the next circle numbered 10, and the next 5. 

The players spin the top in turn. Should it cease 
spinning so that the point of the pin lies within the 
centre circle, a score of 20 is made. Should it fall 
outside of the last circle, no score is made. The player 
first gaining 100 points wins the game. 

Red Triangle Ring Toss 

A triangle is drawn upon a board and nails are 
driven in, as indicated in the accompanying diagram. 
Six rubber Mason jar rings are used. The triangle, is 
hung on the wall at a height equal to the height of the 




GAMES FOR THE HOME 51 

shoulders of the intended players. The players 'Stand 
from ten to fifteen feet distant from the triangle and 
attempt to toss the rings over the projecting nails. 
Each nail is numbered according to the diagram. Each 
player tosses six rings at a turn. Any number of play- 
ers can play. The player first securing a total of 25 
points wins the game. 

Floor Baseball 

(Game invented by T. A. Coates) 
A diagram is marked with chalk on the floor, as per 
accompanying diagram. Round wooden disks six inches 
in diameter, one inch thick at the centre tapering to a 
quarter of an inch at the circumference, in the form 
of a discus, are used. Rubber quoits may be used in- 
stead of disks, if available. 

A player "up to bat" slides disks from a line thirty 
feet away from the baseball diamond until he has four 
balls, three strikes, or has earned one. or more bases. 
If the disk, upon being slid forward, lies so that any 
part of it lies over any line, it constitutes one ball for 
the batter. If it should lie in the space marked "Strike", 
it constitutes a strike and the batter has one ball and 
one strike. The next slide, the disk lies in the space 
marked "1". This means that he places his disk on 
first base and the next player on his side comes to bat. 
The second player continues sliding the disks until he 
has made a base or is put out. Should he make a base, 
the player of the first disk is advanced one base. Should 
he make more than one base hit, the player on the base 
advances as many bases as the batter has made. The 
side continues at bat until three men are out. There- 
upon, the other team comes to bat. 

Should the disk land in "Sacrifice", base hit, home 
run, or should the one at bat gain first by four 
balls, the man or men on base or bases advance. Any 
man or men reaching home constitutes a run for that 
team. Should the disk land three times within the 
space marked "Strike" during the time at bat, the bats- 
man is declared "out". 



52 



GAMES 




H- Home Run 
3- 3 Base Hit 



1-1 

Sac- Sacrifice Hib 



Slide disks from this Line 



GAMES FOR THE HOME 53 

Two players can play this game as well as nine, each 
taking as many slides of the disk as is necessary to 
reach a base or get out. Then the other player does 
the same until the team has three out. 

Blocks or stones can indicate the position of players 
on bases if only one disk is used in the game. 

Chic-a-dee 

This is a good game to be played in the loft of a 
barn. One player is blindfolded and sits on the floor 
with legs folded under him, Chinese fashion. The other 
players creep up and say "Chic-a-dee" as near his ear 
as possible. He tries to hit said player before he can 
get beyond his reach, using a salt bag stuffed with 
leaves, or some type of padded stick. Should he suc- 
ceed, the one he hits is blindfolded and the game 
continues. 

Captain Kidd's Gold 

This is a good game in which all the members of a 
family may find pleasure. It develops one's power of 
observation and memory. A small coin is hidden some- 
where about the yard or in the woods, wherever the 
game may be played, by one of the players. All of the 
other players must be either blindfolded or placed in 
a position where they cannot see the player who is 
hiding the coin. 

The player having hidden the coin returns to the 
group and describes just how they are to find same. 
For illustration: — he gives the following description 
of the course to follow. "Walk twenty paces in a 
direct line towards the apple tree at the far end of the 
garden. There you will find a small stone upon a 
larger one. Under the small stone you will find an 
arrow scratched upon the larger one. Follow the 
directions of this arrow fifteen paces. Then turn 
sharply to the left, go ten paces, and underneath a 
stone will be found Captain Kidd's Gold." The players 
may ask him to repeat the directions once. After re- 
peating, however, they must follow the direction with- 



54 GAMES 

out further questioning. The one successful in rinding 
the coin next hides the same. 

This game can be made simple enough for small 
children to enjoy or difficult enough to prove a problem 
for adults. 



CHAPTER II 
ICE BREAKERS FOR SOCIABLES 

Bird Hunt 

Names of different birds are written on small slips 
of paper and pinned upon the backs of all the guests. 
A small card and a pencil are given to each guest and 
they are instructed to go on a bird hunt. They proceed 
to try to read the names on the backs of twenty other 
players. The one first succeeding in getting the names 
of twenty birds wins the game. Each player endeavors 
to avoid having the slip on his own back read as he 
endeavors to read those on the backs of the others. 

My Month 

Twelve placards with the name of a month of the 
year on each are posted about the room, and the 
players are instructed to gather around that placard 
bearing the name of the month in which they were 
born. Then each group in turn is , called upon to 
select some activity typical for that month and to 
act it out. The others endeavor to guess the month 
by the activity represented. 

Poison Circle 

The group marches in couples around the room 
while a march is being played intermittedly on some 
instrument. Small rugs are placed in the path of the 
marchers or circles are drawn on the floor, through 
which the marchers must pass. If any couple is left 
on a rug or within a circle when the music stops play- 
ing, that couple drops out of the march. All march 
forward again when the music starts and try to avoid 

55 



56 GAMES 

being caught on a rug or in a circle. The last couple 
in wins. 

Shoe Hunt 

Advertisements of shoes are cut out and the illus- 
trations of pairs of shoes are halved. These are hidden 
around the room. The individual finding the largest 
number of pairs of shoes wins. Players are allowed 
to trade with each other in order to complete their 
pairs. 

Matching Advertisements 

Advertisements are cut from magazines and each 
advertisement is divided by irregular cuts into two 
halves. One half is placed in the pile to be distributed 
among the men ; the other half to be distributed among 
the ladies. These halved advertisements are distributed 
among the guests and the men seek their partners by 
finding the other half of the magazine advertisement 
matching their own. 

Matching Proverbs 

Familiar proverbs are divided into groups of three 
or four words. These are distributed among the guests. 
There should be at least two words, and preferably 
more, on each slip. Each individual then seeks to find 
those others holding the words which complete his 
proverb. 

Example — The proverb, "A stitch in time saves nine", 
is chosen. On one sheet of paper is put "A stitch"; 
on another "in time"; and on another "saves nine". 

When the individuals necessary to make the complete 
proverb have gathered together, they represent their 
proverb by pantomime to the others. 

Mixing March 

The group, arranged in couples, forms a circle with 
the ladies on the inside facing their partners. When 
the music starts playing, the partners separate, both 
going to the right about the circle. This means that 



ICE BREAKERS FOR SOCIABLES 57 

the ladies go in one direction and the men in the other. 
When the music again stops, the men will be opposite 
new partners and these partners must face each other 
and converse on some subject suggested by the leader. 
When the music again starts the conversation ends and 
both groups again continue their march in opposite 
directions and so the game continues. It is suggested, 
if the group be large and not well acquainted, that each 
time a new partner is faced for conversation, hands are 
shaken and names and places of residence given. 

Musical Medley 

This game is similar to the game entitled "Matching 
Proverbs", except that different lines of songs are dis- 
tributed among the guests present and each seeks to 
find the individuals holding the lines necessary to com- 
plete his song. When all are located they get together 
and practice their song in preparation to sing it to the 
rest of the group or act it in pantomime. 

Puzzled Words 

Words are written out on slips of paper and then 
cut into single letters. Each letter going to make up a 
word is given the same number. 

For example, in the word "battle", number each 
letter of "Battle" No. 1. All of the number i's are told 
to get together, discover what their word is and when 
their number is called, act it out for the group to guess. 

Trip Around the World 

Various articles are distributed around the room, 
each representative of some country. For illustration, 
a package of tea, representing China ; a shamrock, rep- 
resenting Ireland; a maple leaf, representing Canada. 

A slip of paper and a pencil are given to each mem- 
ber of the group, who endeavors to guess what country 
each article suggests. 

Bean Penalty 

Each guest, upon entering the room, is given ten 



58 GAMES 

beans and instructed to ask questions of each other. 
Should a question be answered by either yes or no, the 
individual so answering must surrender a bean to the 
one asking the question. At the end of the playing 
period, the individual having the largest number of 
beans is the winner. 



CHAPTER III 

SOCIABLE GAMES FOR 
GROWN-UPS 

Biographic Cartoons 

Each individual is given a cardboard 12x15 inches, 
an old magazine, containing numerous ads, a pair of 
scissors, and is instructed to write the biography of his 
right hand neighbor, using the advertisements cut from 
the papers to illustrate the same. In writing the biog- 
raphy as few words should be used as possible. The bi- 
ographical sketch should be placed upon the cardboard. 
Mucilage should be available for the purpose of sticking 
on the illustrations, and pens and pencils for the neces- 
sary writing. Some award can be given to the one 
making the best biography. 

Illustrated Songs 

Each member of the group is given a sheet of paper 
and a pencil and is instructed to draw thereupon a 
picture or pictures illustrating the title of some song. 
(Illustration: One individual decides to illustrate the 
title of "Home, Sweet Home". He proceeds to draw 
the picture of a house, a sugar bowl, and another picture 
of a house.) 

When sufficient time has been allowed for all to 
complete their illustrations, they are numbered and 
placed on exhibition. Each member of the group en- 
deavors to guess as many of the illustrations as he can, 
placing his guess after the number of the illustration. 
The illustration which is guessed correctly by the 
largest number, wins for its artist. 

Smiles 

The group forms in couples and marches around 
59 



60 GAMES 

the room. They are then subdivided into from four to 
eight smaller groups. These are stationed in various 
parts of the room and the ladies are lined up facing 
the men. They try in every conceivable way to make 
the men smile or laugh. Any one who does so 
must take a place in the ladies' lind. After a few min- 
utes of this, every man in the ladies' line must pay a 
forfeit, and the men must endeavor to cause the ladies 
to laugh. 

Tea Pot 

One member of the group is selected to be "It" and 
leaves the room. The others decide upon some object 
or word which "It" is to guess. "It" is called back in- 
to the room and each member of the group is to make 
a sentence including the name of the object to be 
guessed, using in the sentence the word "Tea Pot" as 
a substitute for the name of the object. 

Illustration — The object determined upon by the 
group is the piano stool. The first member of the 
group says, "By turning the 'tea pot' it grows higher". 

As soon as "It" guesses the correct object the one 
whose sentence disclosed what the object was, becomes 
"It". 

Muddled Words 

The group is divided into two teams. Each individ- 
ual is given a slip of paper and takes the name of some 
animal, bird, or fish, and muddles up the letters so as 
to make it difficult to recognize the name. 

Illustration — g fold chin, for goldfinch. 

Any member of the opposing team has the opportunity 
to guess what the name is. The time it takes for the 
opposing team to guess is recorded. Any member of 
the opposing team who has correctly guessed the mud- 
dled word can give a muddled word for the first team 
to guess. The team which succeeds in guessing the 
muddled word in the shortest time wins one point. 
The team having the most points at the end wins the 
game. 



SOCIABLE GAMES FOR GROWN-UPS 61 

Who Are They? 

Photographs of prominent individuals are numbered 
and placed on exhibition about the room, with the 
wrong title beneath them. Each member of the group 
is given a card and pencil. He goes around the room 
and writes upon his card the proper name of each in- 
dividual with the number which is on that individual's 
photograph. The individual making the largest num- 
ber of correct guesses wins. Photos of men like Lin- 
coln, Lloyd George, Robert E. Lee, Obregon, etc., 
should be used for this game. 

Who Is It? 

A sheet is hung up in a doorway. The group is 
divided into two teams. One group goes behind the 
sheet. A small hole is cut in the sheet. The mem- 
bers of the group behind the sheet take turns in stick- 
ing their noses through the hole in the sheet. The 
group on the inside attempts to guess whose 
nose protrudes through the sheet in the order in 
which they are exhibited. One member of the group 
behind the sheet keeps a record of the order in which 
individuals of that group display their noses, so that 
this can be checked up with the guesses of the other 
team. After all the noses have been displayed the 
group returns to its place in the room and listens to 
the guesses. 

Then the other group goes out and they display their 
noses. The group making the largest number of cor- 
rect guesses wins. 

A modification of this game is made by showing the 
eye through the hole in the sheet instead of the nose, 
and the group in front of the sheet endeavors to guess 
whose eye it is. 

Trades 

The men are lined up on one side of the room. To 
each is given three or four buttons, a needle and thread, 
and a piece of cloth. They race to see which can sew 



62 GAMES 

the buttons in a straight line on the piece of cloth, 
securely, in the quickest time. 

. The women are lined up on the opposite side of the 
room before a plank. To each is given a hammer and 
six or eight nails. They race to see who first can 
drive the nails into the plank without bending them 
over. 

Rooster 

Ten or twenty are as many as can well play this 
game. The group is arranged in seats around the 
room. The leader starts the game by saying, "My 
father had a rooster". His left hand neighbor says, 
"A what?" The leader answers, "A rooster". The 
left hand neighbor then turns to his left hand neighbor 
and says, "My father had a rooster", and that neighbor 
says, "A what?", and his answer is "A rooster". This 
question is asked of each left hand neighbor until it 
has travelled around the room. When it becomes the 
leader's turn, he again says, "My father had a rooster", 
and his left hand neighbor says, "A what?". He 
answers, "A rooster". The left hand neighbor says, 
"Could he crow?" And the leader answers, "Crow he 
could". This dialogue is passed on around the room, 
each repeating the exact words of the leader to his left 
hand neighbor. 

When it again becomes the leader's turn, he repeats 
the dialogue previously used and his left hand neighbor 
inquires, "How could he crow?" And the leader re- 
plies, "Cock-a-doodle-do", imitating a rooster. This 
is passed around the room. No one is supposed to 
laugh during the whole game. Whoever does may 
either pay a forfeit or is out of the game. It is well 
to have a player who knows the game sit next to the 
leader, so that it may start correctly. 

Poor Pussy 

The group is arranged in a circle around the room. 
One player is selected to be "Pussy" and takes his place 
in the centre of the group. He takes a position on all 



SOCIABLE GAMES FOR GROWN-UPS 63 

fours before each member of the group, in turn saying 
"Meow". Thereupon the one before whom he is kneel- 
ing must stroke the back of his head and say, "Poor 
pussy". Pussy meows three times and in return for 
each meow has the back of his head stroked and is 
addressed, "Poor pussy". Should the one patting, pussy 
laugh during the performance, he must take pussy's 
place. 

Gossiping 

The group is arranged in a circle around the room. 
The leader whispers some information to his left hand 
neighbor, remembering the exact sentence or sentences. 
His left hand neighbor is expected to whisper the same 
information to the next left hand neighbor and so it is 
passed around the circle until it is returned to the 
leader. The leader then tells what the original sentence 
was, and tells what it is after passing from ear to ear 
about the group. 

Analogues 

A member of the group thinks of some object, and 
without disclosing to the other members of the -group 
what he is thinking about, he addresses in turn all of 
the others, asking, " a What is my thought like?" The 
first one addressed, without having any idea as to what 
the leader has in mind, says, "Like a star". The 
second in answer to his question, says, "Like *a book", 
and so every one is given an opportunity to state what 
they think his thought is like. Then the leader tells the 
group the thing he had in mind, which, we will say for 
illustration, was a fountain pen. He then asks the one 
who suggested that it was like a star why his fountain 
pen was like a star. Thereupon that one must give 
some reason why he thought it was like a star and 
replies, "Your fountain pen is like a star because it can 
enlighten the world". The next one says, "The foun- 
tain pen is like a book because it has the possibility of 
conveying thoughts", and so every one in the group 
must give the why of his previous answer. This 



64 GAMES 

demands quick thinking and initiative on the part of 
the players. 

Ghost 

The group sits in a circle about the room. The leader 
starts. the game by giving a letter of the alphabet. The 
one at his left adds a letter to the first with the view of 
making a word. The third adds another letter and so 
the game continues. 

Illustration — The leader gives the letter "a". The 
one at his left, thinking of the word "adds" adds "d". 
The third one, thinking of the word "advertisement", 
adds "v". The fourth, thinking of the word "adversity" 
adds "e", and so the word continues to grow. 

If one finishes the word or completes a word with- 
out realizing it, that one is given the title of "Half- 
ghost". Anyone speaking to the Half-ghost, becomes 
a Half-ghost. Should a half-ghost chance to finish an- 
other word when it again becomes his turn to add a 
letter to the spelling of a word, then the Half-ghost 
becomes a Full-ghost and is out of the game. Any one 
speaking to a Full-ghost becomes a Full-ghost. Full- 
ghosts and Half-ghosts naturally endeavor to get as 
many others into their class as possible, so between 
thinking of letters to complete the word in turn and 
avoiding becoming ghosts, the group is kept in a very 
difficult frame of mind. The game continues until there 
are no players who have failed to qualify as Half- 
ghosts or Full-ghosts. 

Charades 

Five of the group are selected to act out a charade. 
These five act out a word in pantomime. While they 
are doing this a second group of five is selected and 
prepares to act out another word, immediately follow- 
ing the presentation by the first group. The audience 
is given three minutes to guess each charade. Should 
it succeed in doing this, then the members of the group 
each choose a substitute for themselves, thus making a 
third group of five. While this last group is preparing 



SOCIABLE GAMES FOR GROWN-UPS 65 

a charade, the second group is putting on its panto- 
mime, and so the game continues. If the audience 
fails to guess the word within the required time, then 
the same group is given an opportunity to act another 
word. Good charade words are as follows: 

Aeroplane Air-oh-plane 

Antarctic Aunt-ark-tick 

Buccaneer Buck-can-ear 

Charlatan Char-lay-tan 

Falcon Fall-con 

Handicap Hand-eye-cap 

Handkerchief Hand-cur-chief 

Microscope My-crow-scope 

Automobile Ought-oh-mob-eel 

Pilgrimage Pill-grim-age 

Sausage Saw-sage 

Stiletto Still-let-toe 

Bandage Band-age 

Stationary Station-airy 

Feline Fee-line 

Rainbow Reign-beau 

Bookworm .- Book-worm 

Handsome Hand-some 

Penitent Pen-eye-tent 

Cribbage Crib-age 

Broomstick ^Broom-stick 

Infancy In-fan-sea 

Hornpipe Horn-pipe 

Eyelash I-lash 

Forswear Four-swear 

Masquerade Mass-cur-aid 

Melancholy Melon-collie 

Pantry Pan-tree 

Tennessee Ten-I-see 

Antidote Aunt-I-dote 

Definite Deaf-in-ate 

Knight of the Cracker 

The ladies are lined up on one side of the room. 



66 GAMES 

Each is provided with a cracker. The men are lined 
up on the opposite side. At the signal to go the men 
rush forward and try to secure a cracker from one of 
the ladies. They then return to their original line 
and devour the cracker. Having succeeded in doing 
this, they returji and whistle a tune which must be 
recognized by the lady. 

Match Boxing 

Competitors are divided into equal teams and the 
teams are arranged in parallel lines. The outside cover 
of a small safety match box is given to the first man 
on each team. He slips this over .the end of his nose 
and holds his hands behind his back with the box on 
his nose. All other players must hold their hands be- 
hind their backs. 

At the signal to start the players having the box on 
the end of the nose transfer the same to the nose of 
their neighbor without the use of their hands. The 
box is passed in this way to the far end of the lines 
and back. Should it fall upon the floor it is picked up 
by the one from whose nose it fell, placed on his own 
nose again, and the game continues as before. 



CHAPTER IV 

SOCIABLE GAMES FOR YOUNG 
PEOPLE 

What Animal? 

The leader whispers the name of a different animal 
or object to each individual. When called upon each 
must try to represent the noise or action of the animal 
or object. The rest of the group guess what is rep- 
resented and write the same on a slip of paper. The 
one guessing the most wins. 

Rhyming Verbs 

Half of the group leaves the room while the others 
decide upon a verb. The group which left the room 
is then called back and tries to guess the verb from 
the clues which are given by those who determined 
the verb. These clues are given in the form of sen- 
tences containing words rhyming with the verb. Should 
the group which is to guess think they .have found the 
right verb, they retire from the room without stating 
it and returning act out the verb. If they have been 
successful in guessing the verb, then the other group 
is given an opportunity to guess a verb in the same 
manner. 

Fruit Basket 

The group is seated in a circle and counted off in 
4's. The number i's are given the name of oranges, 
number 2's lemons, number 3's bananas, number 4's 
apples. One of the individuals is selected to be "It". 
He takes his place in the centre of the group and one 
chair is taken out of the circle, leaving one less chair 

67 



68 GAMES 

than there are players. "It" then calls the name of 
two fruits, for example, oranges and lemons. There- 
upon all of the oranges must exchange places with all 
of the lemons and "It" endeavors to capture one of 
the seats. Succeeding, the one left without a seat is 
"It" and calls two other kinds of fruit. These two 
must change places and "It" endeavors to capture a 
seat. Should "It" say "Fruit basket", instead of nam- 
ing two fruits, all must change seats. 

Exchange 

The group is arranged in seats around the room. "It" 
takes a place in the centre. All of the players are 
given a different number. "It" is blindfolded. The 
game is started by "It" calling two numbers. There- 
upon the numbers called must change seats. "It" tries 
to either tag one of the players seeking to change seats 
or occupy one of the vacant seats, in which case the 
one without a chair becomes "It". 

Barnyard Chorus 

Each player in the group is given some barnyard ' 
noise to represent. The leader takes his place in the 
centre of the room. If he holds up his left hand, all 
is quiet; if he holds up his right hand, they all im- 
itate their various noises in concert. Should one of 
the players make a noise while the leader is holding up 
his left hand, that player must stand up before his 
chair and imitate the noise he has been given to im- 
itate, until some member of the group can guess what 
the noise is supposed to represent. 

Donkey Solo 

This is a good game to follow immediately after the 
Barnyard Chorus. The leader announces that he is to 
whisper to each member of the group the name of 
some animal that is to be imitated by that member in 
chorus with the others. He then goes about and 
whispers in the ear of every member of the group that 



GAMES FOR YOUNG PEOPLE 69 

he is to keep perfectly quiet, excepting to one individ- 
ual to whom he suggests that he is to imitate the bray- 
ing of a donkey. He then takes his position in the 
centre of the group and instructs the players to give 
as much volume to their imitation as possible. He 
gives the signal to start. Naturally, all are quiet ex- 
cept the poor donkey who brays his solo, to the amuse- 
ment of the other members of the group. 

Shifting Seats 

The group is seated in a circle. There is one more 
chair than there are players. One individual is selected 
to be "It" and takes his place in the centre of the room. 
"It" gives the command to shift right. Thereupon, 
the one at the left of the vacant chair moves into the 
vacant chair, leaving his own chair vacant. The one 
at the left of his chair, moves into that, each one try- 
ing to get into the vacant chair to the right before 
"It" can succeed in touching him. "It" can give the 
command "Shift left" at any time, which means that 
they must move into the vacant chair to the left. 
Should "It" succeed in sitting in an empty chair, the 
one who should have occupied that chair becomes "It". 

Guess the Sound 

The group is arranged in a circle. The one selected 
to be "It" is blindfolded and takes a N position in the 
centre of the circle. After the blindfolded player has 
been spun around a few times so that he does not know 
his location, he is given a wand or short stick. He 
"holds this stick out in front of one member of the 
group. That member must grasp the end of the stick. 
Then "It" names some animal which the player on the 
other end of the stick must imitate by some sound. 
Thereupon, the blindfolded player tries to guess who 
has hold of the other end of the stick. Succeeding, the 
player guessed is blindfolded. 

Rapid Transit . 

The players form in a circle. To each is given some 



70 GAMES 

article to be passed. These articles should vary in 
size anywhere from a peanut to a flat iron. The game 
starts by the leader commanding -them to pass to the 
right. He then passes his article on to his right hand 
neighbor and receives in turn from his left hand neigh- 
bor the article coming to him. The passing continues 
until the leader gives the command "Change". Then 
the articles are passed in the opposite direction. Should 
a player drop one of the articles to be passed or should 
any one of the players have in his possession more 
than two articles at one time, that individual drops 
out of the game, taking one article with him. The 
game continues until but one is left in the circle. The 
passing can be complicated, if so desired, by having 
one or two of the articles passed in the opposite 
direction. 

Feather Tag 

The group sits in a circle in the centre of the room, 
holding a large sheet stretched tightly between them. 
A fluffy feather is placed in the centre of the sheet. 
One of the group who is "It" endeavors by running 
about, to catch the feather. Those sitting around the 
edge of the sheet keep the feather from "It" by blowing 
it beyond "It's" reach. Should "It" capture the 
feather, the one sitting at the edge of the sheet near- 
est to the feather becomes "It". 

Birds 

All the players sit in a circle. Each is given the 
name of a bird. The keeper takes a position in the 
centre of the room and begins to tell a story about 
birds. When a bird's- name is mentioned, that bird 
must stand up and turn around once in front of his 
chair. Failing to do this, he must pay a forfeit. When 
the keeper utters the word "migrate" in his story, all 
of the birds must change seats and he tries to get one 
of the seats. Succeeding, the one left without a seat, 
continues the bird story. Otherwise the first keeper 
continues his story. 



GAMES FOR YOUNG PEOPLE 71 

Simple Simon's Silly Smile 

The group is arranged in chairs around the room. 
The one who is selected to be "It" goes from one to 
another asking questions. All questions must be 
answered by "Simple Simon's Silly Smile", without 
laughing. Should the one questioned laugh, he must 
take the place of the one who is "It". 

Wink 

Chairs are arranged around the room in a circle, 
with the boys standing behind each chair. There 
should be one more chair than there are girls in the 
group. The boy standing behind the empty chair 
winks at one of the girls who endeavors to get to the 
vacant chair before the boy in whose chair she is sit- 
ting can tag her. If she succeeds, the boy behind the 
chair last vacated continues the game by winking at 
another girl. 

Hush 

The group sits in a circle in a room which is semi- 
dark. The leader goes around inside of the circle 
and slips a button in the hands of one of the players. 
He does this after making an offer to do it to several 
others, so as to disguise where he 'finally deposits the 
button. All then have a turn to guess in whose hands 
the button lies. The one who guesses right becomes 
the leader, and the leader becomes a ghost. The game 
then continues as before. The ghost asks questions of 
any of the players, and they are not supposed to answer 
any question asked them except by the leader. Should 
they do so, they also become ghosts. As the ghosts 
multiply the game becomes more difficult. The game 
continues until but two are left of the circle. 

Jack's Alive 

The group sits in a circle in the room. A lighted 
splinter is handed to one of the group in the circle. It 
is then passed around the circle, still lighted. Should 



72 GAMES 

the flame become extinguished, the one in whose hand 
the splinter rests at that time must pay a forfeit. The 
forfeit sometimes demanded is that a mustache be 
made on the upper lip of that individual with the 
charred end of the splinter. 

In passing the splinter the player must say Jack's 
Alive; failing to do this the splinter is returned to 
him and should it become extinguished before he can 
say this, it counts against him. 

Going to Jerusalem 

The chairs are arranged in a circle in the center of 
the room, with the seats away from the center. There 
should be one less chair than there are participants 
in the game. The participants form a line around the 
outside of the chairs and march forward around the 
chairs, while the piano, phonograph, or some other 
musical instrument is being played. The instant the 
music stops each player tries to sit in a chair. The one 
failing t© get a chair drops out of the game. A chair 
is taken from the circle and the group starts marching 
again with the music. When the music stops they 
seek chairs as before, the one failing to secure one 
dropping out. A chair is taken out of the circle after 
each scramble and so the group diminishes until all 
are eliminated except one, who is crowned King of 
Jerusalem. If the group be large more than one 
chair can be eliminated at a time. 



CHAPTER V 
TRICK GAMES FOR SOCIABLES 

Hindoo Blind Reading 

Slips of paper are given to all of the guests and they 
are instructed to write thereupon a brief sentence of 
three or four words and to carefully fold the paper. 
These messages are then collected, and the Hindoo 
Mystic proceeds to amaze his auditors by rubbing 
the messages, still folded, one after another across his 
forehead and telling what is written on the folded 
paper. 

The Trick — The message reader has an accomplice 
who* is instructed to acknowledge that he wrote the 
first note read by the mystic, no matter what that note 
may be. The mystic makes up in his mind a brief 
sentence after rubbing the first slip of paper on his 
head. This sentence is acknowledged by the accom- 
plice. The mystic, after having the note acknowl- 
edged, opens it apparently to corroborate his reading, 
but in reality he is reading the note written by some- 
one else. Upon rubbing the next slip of paper across 
his forehead, he announces the contents of the note 
last read, which naturally is acknowledged with won- 
derment on the part of the individual who wrote it. 
He then apparently looks at this slip of paper, but in 
reality he looks at the paper which he next intends to 
read. 

Mental Telepathy 

The group is told that if enough people think hard 
enough about one object they, can communicate the 
thought to a person who knows nothing about it. One 
or two "unwise" persons are asked to leave the room 

73 



74 GAMES 

and nothing is decided upon. But the group is told 
that when each "unwise" person comes in in turn, 
the second thing that is named must be admitted to be 
the right object. Great disappointment should be 
shown at his failure to get the right object the first 
time and he should be heartily congratulated on his 
success the second time. This continues until he real- 
izes that he is duped. 

The Paper Artist 

A sheet of newspaper or any other kind of paper 
can be used for this game. The accomplice is sent 
from the room. The one performing the trick then 
holds the paper in front of the face of one of the in- 
dividuals in the room. Returning to his seat, the ac- 
complice is called into the room and handed the sheet 
of paper. The accomplice then studies the paper care- 
fully and announces to the group whose photograph 
he sees thereupon. 

The Trick — The one who takes the impression of 
the individual assumes the same sitting position that 
the individual photographed has assumed, thus por- 
traying to the one who left the room whose photo- 
graph is on the blank paper. 

Magic Answers 

An accomplice is sent from the room. Those re- 
maining in the room determine upon some object, this 
object to be recognized by the accomplice. When the 
object has been selected, the accomplice is called back. 
The one who is to deal with the accomplice asks if 
several objects in the room are the thing which has 
been suggested. The accomplice answers, "No," but 
answers correctly when the object selected is men- 
tioned. 

The Trick — The one asking the questions of the 
accomplice names some_ black object immediately pre- 
ceding the object which is the correct one, thus giving 
the clue. 



TRICK GAMES FOR SOCIABLES 75 

Clairvoyant 

The one who plays this trick must have an accom- 
plice. The accomplice is sent from the room. It is 
announced that the accomplice will name the person 
pointed to. The demonstrator points at an individual 
and the accomplice on the outside of the room gives 
the name of the individual pointed at. 

The Trick— The accomplice knows that the one last 
speaking before he left the room will be the one 
pointed at by the demonstrator. In pointing at an in- 
dividual, the one doing the pointing asks of the accom- 
plice, "Does the spirit move?" The one on the outside 
answers, if he knows who is being pointed at, "It does." 
The first speaker then says, "Whom am I pointing at?" 
The accomplice then gives the individual's name. 

Scissors Crossed 

A simple catch game. The group is seated in a 
circle. It is best to have two of the company know 
how to play the game. One of these hands a closed 
pair of scissors to the other, who takes it and says, 
"I received these scissors uncrossed and give them 
crossed" (opening the scissors as he says, "and give 
them crossed"). He passes them to the player on his 
left, who should say, "I received these scissors crossed 
and give them crossed" — (if they are left open; if 
closed, "uncrossed"). If the players do not know the 
game, they will cross and uncross the scissors in an 
attempt to pass them correctly. Each one is given a 
turn and the game continues until some bright player 
notices that the scissors are called "crossed" when 
they are open and "uncrossed" when they are closed, 
and that the player who started the game crossed his 
feet if the scissors were crossed and, if not, his feet 
were uncrossed. Thus, the object of the game is to 
change the words and the position of the feet in ac- 
cordance with the position of the scissors. 

Knights of the Sacred Whistle 
One or two of the group are informed that they are 



76 GAMES 

to be initiated into the Order of the Knights of the Sa- 
cred Whistle. They are shown a whistle and told that 
to become a member they must find this whistle. It is 
then pretended that the whistle is handed to one of the 
members of the party. An apron is hung around the 
shoulders of the victim and the whistle is attached 
to the back of the apron on a piece of string. The trick 
is for some of the players to blow the whistle behind 
the person's back, immediately dropping it and when 
he turns the person on the other side will blow. As 
all are standing in a circle, with the person who is 
being initiated in the centre, he is kept guessing for 
some time before he finds out where the whistle is 
located. 

Hay Stack 

Chairs are piled to a considerable height in the 
centre of the room and the person to be initiated is 
instructed to take off his shoes and jump over them. 
The leader insists that this is possible, but the un- 
initiated remonstrates, "It can't be done." The catch 
is that the individual is supposed to jump over his 
shoes instead of the chairs. 

Boots Without Shoes 

The leader asks one of the players to say as he di- 
rects and then asks him to say, "Boots without shoes." 
The player immediately says, "Boots without shoes." 
The leader says, "That is not correct," and goes to 
the next. The next one also says, "Boots without 
shoes," and so do most of the other members of the 
group, until one bright individual, discovering the trick, 
simply says, "Boots," which is the correct answer. 

Newspaper Touch 

Two individuals are instructed to stand upon a sheet 
of newspaper, so as not to be able to touch each other. 
This seems impossible and the individuals taking their 
places upon the paper endeavor to maneuver in im- 
possible positions, but find they still can touch each 



TRICK GAMES FOR SOCIABLES 



77 



other. The trick is to spread the newspaper over the 
sill of a door. One individual stands on one side of 
the closed door upon the newspaper, while the other 
takes his position on the other side of the door. 

Coin and Card Snap 

A card is balanced upon the end of the middle finger 
of the left hand, flat side down. A quarter or some 
small coin is placed upon the card, directly over the 
end of the finger. The trick is to snap the card from 
under the coin so that the coin will remain on the end 
of the finger. 

Blind Blow 

A lighted candle is placed upon a table. The play- 
ers are blindfolded in turn, spun around, and in- 
structed to blow out the candle. The time of each 
player is recorded and the one succeeding in blowing 
out the candle in the quickest time wins the game. 

Tricks with Matches 

Six matches are given to an individual and he is re- 
quested to make with them four equilateral triangles. 

The Trick — Three matches are laid upon the table, 
forming an equilateral triangle. The other three are 
held above the three on the table in the form of a 
pyramid, with the triangle on the table as a base. 




78 GAMES 

Twelve matches are placed upon the table as here- 
with illustrated. Then those trying to accomplish the 
trick are instructed to illustrate what matches are 
made of by moving two matches. 

The Trick — It is natural that the ones trying to 
solve the trick endeavor to make the word "wood" 
out of the combination of forms, but by taking the top 
match off the first square, a "v" can be made by add- 
ing it to the third figure. By taking the right hand 
side off the first square, the letter "e" can be made by 
adding it to the last figure, spelling the word "love." 

Pigs in Pen 

A farmer has six pigs and five pens. He desires to 
place the pigs in the pens so that there will be an odd 
number of pigs in each pen. How can he accomplish 
this? 

The Trick — He places a pen within a pen. Then he 
places a pig in each of the other pens, and two pigs in 
the one which encloses the pen, and another pig in the 
enclosed pen. 

Number Trick 

How can four be made out of three 3's? 
3-3/3- 

Penny Wise 

The players are provided with a bright new penny, 
a piece of paper and a pencil. On the paper have been 
written the following requirements, each player being 
expected to write the answers, the one having the 
largest number of correct answers, winning the game: 

Find on the penny the name of a song. 

(Ans. America.) 

A privilege. 

(Ans. Liberty.) 

A part of Indian corn. 

Ans. Ear. 



TRICK GAMES FOR SOCIABLES 79 

A part of a hill. 

(Ans. Brow.) 

Something denoting self. 

(Ans. I (Eye).) 

Part of a door. 

(Ans. Lock (of hair).) 

A weapon of war. 

(Ans. Arrow.) 

An act of protection. 

(Ans. ' Shield.) 

A gallant 

(Ans. Beau (Bow).) 

A punishment. 

(Ans. Stripes.) 

Part of a plant. 

(Ans. Leaf.) 

A piece of jewelry. 

(Ans. Ring.) 

A nut. 

(Ans. Acorn.) 

A musical term. 

(Ans. Bar.) 

An occupation. 

(Ans. Milling.) 

A foreign fruit. 

(Ans. Date.) 

Trimming for a hat. m 

(Ans. Feather.) 

What ships sail on. 

(Ans. Sea.) 

A perfume. 

(Ans. Scent (cent).) 

A religious edifice. 

(Ans. Temple.) 

A messenger. 

(Ans. One sent (One cent).) 

A method of voting. 

(Ans. Ayes and noes (Eyes and nose).) 

A Chinese beverage. 

(Ans. Tea (T).) 



80 GAMES 

A gaudy flower. 

(Ans. Tulips (Two lips).) 

Comfort. 

(Ans. Ease (e e).) 

A small animal. 

(Ans. Hare (Hair).) ' 

A term of marriage. 

(Ans. United State.) 

An ancient honor. 

(Ans. Wreath.) 

One of the first families. 

(Ans. Indian.) 

Reading Temples 

The group is told that thoughts can be transmitted 
through the temples. The demonstrator of the game 
has to have an accomplice knowing the trick, who 
leaves the room. The others decide upon a number, 
not greater than ten. The accomplice is called back 
into the room, and by placing his hands upon the tem- 
ples of the demonstrator after having requested every 
one to concentrate their thoughts upon the number se- 
lected, he tells what the number is. 

The Trick— He is told the number by the demon- 
strator, who clinches and relaxes his jaw, which gives 
a movement of the temple which can be felt by the 
accomplice. 

Aeroplane Ride 

The player selected to take the ride is sent from the 
room and blindfolded. A strong board is held a few 
inches from the floor by several of the players. The 
blindfolded player is then called back into the room 
and invited to step into the aeroplane and is aided in 
stepping upon the board. His hands are placed upon 
the shoulders of two other players for support. As 
soon as the individual has stepped upon the board, it 
is raised a few inches and the two individuals upon 
whose shoulders rest his hands slowly and together 
bend their knees, so as to lower their shoulders, giving 



TRICK GAMES FOR SOCIABLES 81 

the impression to the rider that he has been lifted some 
distance from the floor. 

The rider is then told to jump down, but not to fear, 
as mattresses have been placed upon the floor, so that 
he is in no danger of injury. The fear of jumping 
from so great a height as the blindfolded aviator has 
been caused to feel he has attained, and the surprise 
of striking the floor in so short a distance after the 
jump, are very amusing. 

Egg Smash 

Several players of the group are blindfolded and 
take a kneeling position upon the floor. Each is given 
a fake egg and is told to knock it upon the floor to 
summon the good spirit. They do this very carefully 
the first time, thinking they have an egg. The eggs 
are taken away and the group waits to see if a spirit 
appears. As it does not appear, the eggs are again 
handed to the players. This time they are not so care- 
ful in hitting the eggs down upon the floor, their first 
experience telling them they are fake. Again the eggs 
are taken from them and the spirit waited for. Failing 
to appear the second time, the eggs are returned to the 
blindfolded individuals for the third time, but this time 
instead of fake, they are the real article, much to the 
surprise and grief of those who break them vigorously 
upon the floor. 

Musical Notes 

This trick is easily played where a group is sitting 
around a bare wooden table. The player knowing the 
trick, pricks the prongs of a fork with his finger nails, 
causing it to vibrate as a tuning fork. He then makes 
his audience think that he pulls music from the nose of 
another player by reaching with his free hand and 
touching the nose of said player, and to the surprise 
of his auditors, music is heard. 

The Trick — The instant the one who plays the trick 
touches the nose, he unobserved allows the end of the 
fork to come in contact with the hard surface of the 



82 GAMES 

table. The vibration of the fork is inaudible until its 
end comes in contact with the table. 

Siam Club 

Players are invited to join the Siam Club, for which 
certain rites and ceremonies are necessary. Those to 
be/ initiated into the club then kneel in a circle in the 
centre of the room and after bowing forward so that 
their foreheads touch the floor, they repeat after the 
leader the following sacred secret words, which they 
are instructed not to disclose to anyone else, under any 
conditions : "O whattagoo Siam." They repeat this 
over and over again until they begin to realize that 
they are saying, "Oh, what a goose I am." 

Divesting 

The trick is to remove the vest of one of the players 
while he is still wearing his coat. To accomplish the 
trick one must stand in front of the subject, unbutton 
the vest, loosening the buckles on the strap behind. 
Next he runs his left hand under the coat, raises the 
lower end of the back of the vest, while with his right 
hand he grasps the end of the vest around the neck of 
the person, who is instructed to hold his arms high 
above his head. The back of the vest may then be 
pulled over the head of the subject. One of the lower 
ends of the vest is then pushed down the coat sleeve. 
The operator then runs his hand up the coat sleeve and 
pulls the vest down the sleeve until the arm hole is 
free from the subject's hand. The vest is then drawn 
back up the sleeve and pulled through the sleeve and 
over the hand of the other arm. It can then easily be 
removed either by pulling down or up the sleeve. 



CHAPTER VI 

STUNT ATHLETIC MEET 

Standing Broad Jump 

The group is divided into competing teams. Each 
team lines up behind the starting line. Each is in- 
structed to see how many feet he can have credited to 
him in this event. The first player on each team is 
then instructed to heel the starting line with his right 
foot and to place his left foot immediately in front of 
and in line with his right foot, so that the heel touches 
the toe. The second player on each team then places 
his right foot in front of and in line with and against 
the advance foot of Number i, and places his left foot 
in front of his right. All of the players take this 
position. The team having the longest feet wins the 
game by measuring the greatest distance in front of 
the starting line. 

Standing High Jump 

Doughnuts are suspended by means of a string, so 
that one hangs about eight inches above the head of 
each contestant The one first succeeding in eating his 
doughnut without the use of his hands, wins the event. 

Bawl Game 

Competitors are lined up and directed to bawl. The 
one doing this the best, in the judgment of the judges, 
wins. 

Peanut Relay 

A bowl full of peanuts is placed before each com- 
petitor. An empty bowl is placed at some distance op- 
posite each. Each competitor is given a table knife. 

8 3 



84 GAMES 

At the signal to go, keeping his left" hand behind his 
back, he takes one or more peanuts on the flat of his 
knife from the full bowl and deposits it or them in the 
empty bowl. He returns for more peanuts. He is not 
allowed to use his free hand in helping the peanuts 
on to the knife, or keeping them thereupon. The player 
first succeeding in transferring the peanuts wins the 
event. 

Shot Put 

Competitors endeavor to throw a handkerchief un- 
knotted from a given line for distance. 

Lucky 

A number of bags are suspended in such a way as to 
hang four feet above the heads of the competitors. One 
bag contains candy; one contains flour; another pea- 
nuts; another water, etc. An individual is blindfolded, 
given a short stick and headed in the direction of the 
bags. He then endeavors to strike one of the bags. 
Succeeding in knocking the bag of candy, that shall be 
his prize; likewise the peanuts, flour, or water. 

Peanut Throw 

Each contestant is given an equal number of pea- 
nuts. The one succeeding in dropping the largest 
number of peanuts into the mouth of a jug, wins. The 
peanuts must be dropped from a distance equal to the 
height of the shoulders. • 

Head Toss 

A salt bag is filled with sand. Competitors heel a 
given line and place the bag of sand upon the back of 
their necks and without the use of the hands, endeavor 
to throw the bag as far back into the line as possible. 

Duel Tug of War 

Two opponents are given a piece of rope about three 
feet long. Each takes a position on the opposite side 
of a line drawn upon the floor. One tries to pull the 



STUNT ATHLETIC MEET 85 

other across the line by means of the rope. If success- 
ful in drawing the opponent so that both feet are on 
his side of the line, that player wins. 

Discus Throw 

Contestants are given some object like a quoit, a 
block of wood, etc. A small circle about eighteen 
inches in diameter is drawn upon the ground. The 
contestant places the object to be thrown between his 
feet and endeavors to throw it forward from the circle 
as great a distance as possible. Both feet must work 
together in making the throw and neither can touch 
the ground outside of the circle. 

Ring the Bell 

In the centre of a hoop eighteen inches in diameter 
— (an ordinary barrel hoop) — is hung a bell. The 
hoop is suspended from the ceiling or a door, so that 
it will be five feet above the floor. The group is divided 
into two teams. One team lines up on one side, one on 
the other. Each is given two bean bags. The first 
player on each team endeavors to throw his two bean 
bags through the hoop without ringing the bell. Suc- 
ceeding or failing, he takes his place at the rear of the 
line and the next player repeats his performance. The 
players on the opposing team are expected to recover 
and to use the bags thrown through the hoop by the 
opponents, for their throw. A point is scored for the 
team by each player successfully tossing a bean bag 
through the hoop without ringing the bell. 

Chair Tilting 

Opponents are placed upon chairs and must stand 
thereon upon one foot. Each is armed with a long 
pole, the end of which is padded with a wad of cloth. 
The object is to dislodge the opponent from the chair. 
Dropping the pole or putting the foot down counts the 
same as being forced from the chair. 

As soon as one member of a team has been dis^e 



86 GAMES 

lodged, another may take his place and the game con- 
tinues until all of one team have been eliminated. 

Hammer Throw 

An inflated paper bag tied on the end of a yard of 
string is used as the hammer for this event. Each con- 
testant by swinging the bag from the end of the string 
tries to throw it as great a distance as possible. 

Twenty Yard Dash 

Contestants carry an egg to the distance line and 
return with a spoon held at full arm's length from the 
body. 

Running Broad Grin 

Have each competitor grin as broadly as possible. 
The judges measure the grins with a tape measure. 

Light Weight Race 

Contestants carry a lighted candle in one hand and 
a glass or bowl brim full of water in the other. If the 
water is spilled over or the candle blows out, the con- 
testant is out of the race. 

Javelin Throw 

Contestants endeavor to throw a short stick through 
a rolling hoop. 

One Mile Run 

Contestants are required to add a column of figures, 
the total of which will be 5280. 

Long Glum 

The player who can keep from smiling the longest 
in spite of the jeers and efforts to make him laugh, 
on the part of the others, wins. 

Turtle Race 

Contestants lie flat upon their backs and throw an 



STUNT ATHLETIC MEET 87 

object over their heads with their two feet, for dis- 
tance. 

Elimination Race 

An equal number of chalk marks are made upon the 
floor in front of each contestant. A damp rag is then 
handed to each, and at the signal to go they are to run 
to and rub off the chalk mark on the floor. After erasing 
each mark, they must return to the starting line. When 
the last mark has been erased and the contestant 
crosses the starting line, the race ends. 



CHAPTER VII 

COMPETITIVE STUNTS 

Suitable for Sociables and Entertainers 

These stunts may be used as a means of amusement 
at social functions. In order to avoid calling for vol- 
unteers to come forward to participate in the various 
stunts, cards maybe distributed among those who are 
expected to take part in the stunt program. On these 
cards are numbers or letters. The one who has pre- 
pared the program has determined beforehand how 
many participants he wants in each stunt. If, in the 
first stunt, he desires six participants, he will have pre- 
pared six letter A's to be distributed. If, for the second 
stunt, he desires two participants, he will have prepared 
two letter B's. Then when he is ready to put on his 
program he calls for all the individuals holding the 
letter A, etc. If there are certain individuals whom he 
is particularly anxious to have take part in certain 
stunts, he can instruct the distributor of the letters to 
this effect. 

Brick Relay 

Have four contestants to a team and as many teams 
as there is space for. Two lines are drawn upon the 
floor about ten yards apart. Two members from each 
team line up opposite to and facing each other, behind 
each line. Two brick bats are placed upon the start- 
ing line in front of each team. At the signal to go, 
the first contestant on each team stands on the two 
brick bats. Bending forward he grasps the front end 
of eaeh brick with his hands. Shifting his weight to 
one foot, he slides the other foot forward, drawing the 

88 



COMPETITIVE STUNTS 89 

brick bat with it by means of his hands. He then shifts 
his weight to that foot and draws the other foot for- 
ward with the brick bat and in" this way proceeds to 
the far line, behind which he turns the bricks over to 
the second member of his team who races back in the 
opposite direction by the same method of progress. 
The third member takes the bricks from the second 
and covers the intervening space between the lines, and 
when the fourth member, following the example of his 
team, has crossed the starting line, the race ends. 

Chair-i-ot Race 

Competitors stand on the starting line. Two chairs 
are given to each. They place the chairs behind the 
starting line, side by side, with the backs of the chairs 
forward, and stand upon the seats of the chairs. At 
the signal to go they grasp the backs of the chairs with 
their hands and shifting the weight from one foot to 
the other, slide the chairs forward until the distance 
line has been crossed. 

Chair Stubbing 

Each contestant sits upon a chair with his legs 
straddling the back and his toes on the bottom side 
round. Keeping his feet off the floor, he advances the 
chair forward by jerking it with his body until it has 
crossed the distance line. 

This race can be made a relay by having four men 
on the team, two men placed behind each line. 

Aviation Meet 

Each team is made up of two mechanicians and four 
aviators. The two mechanicians hold stretched be- 
tween them a piece of string upon which have been 
placed two funnels of paper made in the form of 
cornucopias, point to point. The first aviator on each 
team, at the signal to go, blows the cornucopia across 
the string from one mechanician to the other; the 
second blows it back across; the third blows it in the 
same direction as the first and the fourth ends the race 



90 GAMES 

by blowing it in the same direction that the second 
aviator blew it, until it touches the hands of the 
mechanician. 

Equal pieces of string should be used, a loop having 
been tied in each end through which the mechanicians 
may slip their fingers for the purpose of holding the 
string. Mechanicians must keep the string level at all 
times. 

Feather Blowing Relay 

Four contestants constitute a team. A feather is 
placed on the starting line and is blown by the first 
member of each team to the distance line. Then the 
second member of the team blows it back to the start- 
ing line and after the third contestant has completed 
his blow, the fourth blows it back across the finish line. 

Balloon Race 

An inflated rubber balloon and a palm leaf fan must 
be provided for each team. Four players constitute a. 
team. A balloon is placed on the starting line before 
each team and a fan handed to the first competitor. At 
the signal to go the balloon is blown forward by means 
of the fan across the distance line, blown back by the 
second player, forward again by the third and back 
across the finish line by the fourth. The team first 
succeeding wins the honors. 

Lobster Race 

Each competitor gets down on the starting line on 
all fours and at the signal to go travels backward on 
all fours to the distance line and returns. 

Prune Tug of War 

Prunes are tied in the middle of a piece of string, 
three yards long. Opponents are placed opposite each 
other, each with an end of the string in his mouth. At 
the signal to go they are to chew the string towards 
the prune. The one first reaching the prune may eat 
his prize. 



COMPETITIVE STUNTS 91 

Whistle Race 

Contestants take a deep breath and whistle. Trie- 
one who can whistle longest on one breath, wins. 

Cracker Relay 

Six players to a team. The players on each team sit 
in a row. Four crackers are given to each player. The 
one on the rear of each team starts the race by stand- 
ing up and eating the crackers. When he has eaten 
all four crackers and is able to whistle, his whistle is 
the signal for the man next in front of him to stand 
up and eat his crackers, while the first man resumes his 
seat. So each in turn eats four crackers. When the 
last, or front man on each team is able to whistle after- 
devouring his crackers, the race ends. 

Blindfold Obstacles 

Obstacles, such as vases of flowers, china ware, 
chairs, etc., are placed in four or more long rows. 
Each contestant is given a row and is requested to try 
distances before being blindfolded. They then are all 
blindfolded, placed at the starting point, and told to 
race down through the line of obstacles without touch- 
ing anything. In the meantime the objects have been 
removed. 

Candle Roll Over 

Four players are chosen for each team. Two are 
lined up in front of the starting line and two opposite 
on the distance line. One of the players on the start- 
ing line is given a lighted candle. A mat is placed 
half way between the starting and the distance lines. 
At the signal to start the player holding the candle 
advances to the mat, executes a forward roll on the 
mat, holding the candle in his hand. Should the candle 
go out during the roll, he must go back to the starting 
line and start over after lighting the candle. When he 
has succeeded in making the roll without extinguish- 
ing the candle, he proceeds to the distance line where 



92 GAMES 

he passes on the lighted candle to the second member 
of his team. This one returns to the starting line, 
rolling on the mat as did his predecessor. Should the 
candle in his hand become extinguished, he must go 
back to the line from which he started, light his candle 
and start over. This continues until all four men have 
covered the required distance, each having rolled over 
without having extinguished the candle. 

Boat Race 

Two players constitute a team in this race. One of 
the players on each team sits upon the floor. His 
knees are raised so as to allow his feet to rest flat 
upon the floor. The other member of the team then 
sits upon his teammate's feet, facing him, and places 
his feet and legs in a similar position to that of his 
teammate, so that each may sit upon the other's feet. 
They then place their hands upon each other's shoul- 
ders. 

To race in this position, Number I, the player whose 
back is in the direction to be traveled, leans well for- 
ward so that his weight is well on his own feet. This 
makes it possible for his teammate, Number 2, to slide 
his feet forward along the floor, carrying Number 1 
backward upon them. Number 2 then leans forward 
so that his weight is well on his own feet, which allows 
Number 1 to draw his feet towards hinr and Number 2 
slides forward with them. By swaying backward and 
forward in this way, the two members of the team, by 
alternating the sliding of their feet, progress across the 
floor to the distance line. Upon reaching the same, 
they reverse their direction without turning around. 
The race ends when they have crossed the starting 
line. 

Necktie Race 

Two players constitute a team. Each team may 
stand opposite each other at different ends of the room. 
At the signal to go Number 1 runs forward to Number 
2, who must wear a four-in-hand necktie. Number 1 



COMPETITIVE STUNTS 93 

unties Number 2's necktie, takes it off his neck and 
reties it in a four-in-hand knot. Number 1 then runs 
back to his former position with Number 2 following 
him. When behind the starting line Number 2 starts 
to untie Number i's necktie, takes it from his neck, re- 
places it and ties it in a four-in-hand knot. When he 
has accomplished this, he races back to his original 
position. The first team accomplishing this, wins the 



Part III 
OUTDOOR GAMES 

CHAPTER I 

OUTDOOR GAMES FOR OLDER BOYS 
AND YOUNG MEN 

Push Cross Line 

Three parallel lines are marked upon the ground 
about six feet apart. The group is divided into two 
teams. Each team lines up behind one of the outside 
lines, facing the opponents. At the signal to start, 
both groups rush forward and endeavor to push their 
opponents back over their own base line. Should they 
succeed in pushing the opponent so that both of his 
feet are behind the base line, that opponent is out of 
the game and retires to a position behind his own base 
line. At the end of thirty seconds the team having 
pushed the greatest number of opponents back across 
their own base line, wins. 

Fortress 

This game is similar to the preceding game. Three 
parallel lines are made around a hollow square not less 
than 25 to 40 feet in dimensions. This square is 
known as the fortress. A small space is marked off in 
the centre of the fortress for a prison. Two captains 
are selected. These two choose the members of their 
own teams, in turn. One team is known as the de- 
fenders, the other as the attackers. The defending 
party takes a position within the fortress and the at- 

94 



OUTDOOR GAMES FOR OLDER BOYS 95 

tacking party is scattered around the outside of the 
fort. Both are under the command of their captains. 

The attacking party may charge the fort as a group 
or may use any tactics the captain may decide upon. 
He may feign an attack on one side to draw the de- 
fenders' attention, while his principal attack may be 
directed towards another point of the fortress. The 
methods of engagement are as follows: 

Opponents endeavor to push, pull, or carry each 
other across the guard line. The defending players 
seek to force as many of the attacking players in 
across the inside line as possible. Succeeding in this, 
such players as have been drawn beyond the inside line 
are prisoners and must take their place in the prison. 
The attacking party seeks to force as many of the de- 
fenders beyond the outside line as possible. Succeed- 
ing in this, all those so forced are placed in a small 
area, which constitutes the . prison of the attacking 
army. The captain should seek to direct the strong 
against the strong as much as possible in personal 
combat. The captains may exchange prisoners if they 
so desire. 

The battle is won by either party making prisoners 
of all the opponents, or it may be won by the besiegers, 
if one of their number enters unattacked the prison 
within the fortress. Should the player accomplish 
this, he shouts, "Hole's won," whereupon the defenders 
must yield the fortress and the two armies change 
places, the defenders becoming the attackers, and vice 
versa. If an old fence is used for one side of the 
fortress, the other guard line should be drawn fiye feet 
inside of the fence line. 

The attacking captain may withdraw his forces at 
any time for rest or consultation. Either captain may 
use a flag of truce for similar purposes. Under such 
conditions they arrange for an exchange of prisoners, 
etc. 

Forcing the City Gates 

This is an old Chinese game. Two captains are se- 



96 GAMES 

lected, who in turn choose all the other players. The 
two teams are first formed in two lines, facing each 
other and about ten feet apart, with the players grasp- 
ing hands. Each line represents a city gate. The cap- 
tain should arrange the players so that the weakest may 
be between two strong players. 

The play begins when the captain of one of the 
teams sends forward one of his men. This man can 
make three attempts to break through the opponent's 
city gate. He can do this, either by breaking the grasp 
of two of the players or by dodging underneath their 
arms or between their legs. Should he succeed in 
doing this, he takes back to reinforce his own line the 
two players who are responsible for his getting 
through. Should he fail, he enlists his efforts with 
those of his opponents by joining their line. The 
game is won when one team has succeeded in taking 
over all of the opponents. 

Hare and Hound 

This is an old game which is always popular. Two 
or three players are designated as hares. Each is 
given a large bag filled with paper torn into small bits. 
The hares are allowed a few minutes' start ahead of 
the rest of the players, who are known as hounds. The 
hounds follow the hares by means of the torn bits of 
paper scattered on the ground, in an effort to overtake 
them. 

When the hares have used up all of their paper they 
hide their three bags near the end of the trail and 
race back from that point to the place from which the 
run started. When the hounds have discovered the 
bags, they also race back to the starting place. The 
game is won by the first player reaching said place. 

Human Targets 

An old flour or salt bag stuffed with straw or cloth 
may be used for this game. One player is selected 
to be the target. The others endeavor to hit the target 
by throwing the bag. The target may run or dodge 



OUTDOOR GAMES FOR OLDER BOYS 97 

in any way he desires, but the one who holds the bag 
cannot advance towards him in making his throw. 
If he is not near enough to hit the target, he can throw 
the bag to some other player who is nearer. When 
the target has been hit, the leader selects some one 
else to act as target. 

Sling the Sack 

Either a good sized sack well stuffed with rags or 
straw, or a small cloth sack filled with sand, may be 
used for this game. The game can be played on a 
level stretch of road or in a good sized field. The 
group is divided into two equal teams. A starting line 
is marked near the center of the playing space. A 
player from each team takes a position behind this 
starting line and in turn, with his left foot on the 
starting line and with his shoulders at right angles to 
it, slings the sack with his right arm straight at the 
elbow, over his head as far as possible. A left-handed 
player may reverse this position. The spot where the 
sack hits the ground is marked. The player from the 
opposing team stands in the same, position at the 
starting line, as did the first player, and makes his 
throw in the same direction, and his throw is marked. 
These two throws are made in order to measure what 
constitutes a good throw of the sack. A line is drawn 
parallel to the starting line at the point where the 
farther of the two preliminary throws landed. The 
starting line and this other line are now known as 
goal lines. A centre line is drawn parallel to the goal 
lines and half way between them. A coin is flipped 
up between the two captains for the choice of goals. 

The captain who wins the toss can choose either the 
first throw or the goal he desires to have. When this 
is determined, each team scatters about on the territory 
in the vicinity of its own goal line, and the captain of 
the team which has the first throw designates which 
player on his team he desires to sling the sack first. 
This player (team A) must take a position with his 
advanced foot on the goal line and sling the sack with 



98 GAMES 

a straight arm over his head towards the opponent's 
goal line. The opponents (team B) endeavor to catch 
the sack before it touches the ground. Succeeding, 
the one catching the sack advances three paces and 
from that position slings the sack over his head to- 
wards team A's goal line. Team A players endeavor 
to catch the sack and if successful, that player suc- 
ceeding advances three paces towards team B's goal 
line and slings the sack as before. Should any member 
of the team fail to catch the sack when it is thrown 
into their territory, the player first touching the sack 
in an effort to catch it, or the player nearest to where 
the sack lands, must make the sling from the point be- 
hind where the sack is picked up from the ground. The 
players may move anywhere about in their territory. 
The captain should endeavor to place them in a position 
so as to cover as much space as possible. Side bound- 
aries can be used if desired, in which case the team 
supposed to receive the sack which gets out of bounds 
may advance three paces whether the sack is caught 
or not, from the point in line with where it first hits 
the ground. 

A score is made each time the one member of a team 
catches the sack with both his feet on the opponent's 
side of the centre line. In making the catch, should 
he step back with one or both feet on or across 
the centre line, or be driven back by the impetus of the 
sack, it shall not constitute a point. After each point 
is made, goals are changed, the losing team puts the ball 
into play. The team having the largest score at the 
end of thirty minutes wins. 

Game of Goose 

A good sized level field should be used for this game. 
Two gander poles, five feet high, are erected, one at 
each end of the field, each having two forks at the 
top, opposite each other. Stout tree crotches may be 
used. The goose is made from a stout cloth bag, such 
as a ham cover, stuffed, leaving the ends which can 
be easily grasped. Midway between the gander poles 



OUTDOOR GAMES FOR OLDER BOYS 99 

a large circle is marked upon the ground, its size 
Deing determined by the number playing. Mark a 
circle six feet in diameter around each gander pole to 
designate the safety limit. 

The group is divided into two equal teams. These 
two teams are arranged with their men placed alter- 
nately around the circle in the centre of the field. The 
gander man stands in the centre of the circle with the 
goose in his hand. At a given signal he swings around 
and tosses the goose in the air to be received in the 
arms of some lucky player, who immediately dashes 
off with it towards his goal. The opponent players 
endeavor to intercept him and get the goose away from 
him. When the man carrying the goose is in danger 
of losing it, he tosses it to some one on his own side, 
if he can, and the player catching it runs towards 
his goal. If the second player cannot succeed in mak- 
ing his goal or gander post, he tosses it on to some 
other member on his team. The player who succeeds 
in getting both feet inside of the safety circle around 
the gander pole must not be molested, unless he lets the 
goose fall to the ground in his attempt to hang it 
in one of the crotches of the gander pole, in which 
case he or his team mates may recover it or any 
one of the opposing team may seize the bird and dash 
away with it towards his own pole. There must be 
no scrimmage over the possession of the bird, for as 
soon as an opponent gets hold of the goose, the player 
holding the latter must let go his hold. One must not 
trip an opponent or interfere by body, arm, or leg con- 
tact without forfeiting one "honk." Three honks count 
one goose (or goal) for the opposite side. 

Clock Games 

The group forms a large circle. If it be a large 
group, the circle is counted off into 6's or 8's, if small 
into 4's. If they be counted into 6's each group of six 
constitutes a team. Number 1 in each case is to act as 
captain. If it be desired to elect captains, the man 
elected takes Number i's place in the group. The cap- 



ioo GAMES 

tain wears a sash or some other distinguishing mark. 
In this formation a number of competitive races can be 
used. 

Illustration — The group numbers sixty individuals. 
It is counted off into 6's. That means that we have 
ten teams of six men each making up the circle and 
ready to compete. The leader takes a position in the 
centre of the circle. The following five games may be 
played with the teams arranged in clock formation: 

Walking Race 

See clock games above. 

At the signal to go, the number 6 man steps out of 
his place in the circle and walks to the right around 
the circle, until he gets back to the point in the circle 
he left, and tags off the Number 5 man on his team, and 
this man walks around the circle. This means that all 
the Number 5 men from all the different teams are 
walking around the outside of the circle in a race, at 
the same time. Numbers 4, 3, and 2 follow in turn 
after 5. Number 2, after completing the circle, tags 
off Number 1, the captain of the team, wearing a sash. 
The captain walks about the circle until he gets to the 
hole in the circle which he left, enters through the hole, 
bringing his sash to the leader, who stands in the centre 
of the ring. The first sash to reach the leader decides 
the winner of the race. 

A running race, can be substituted for the walking 
race and various modifications used, such as backward 
walking, hopping, frog leap, etc. 

Chariot Race 

See clock games above. 

Similar to the preceding walking race, except that 
instead of running around the ring singly, the com- 
petitors go in pairs, as follows: 

At the signal to go Number 6 locks his left arm in 
the right arm of Number 5, and the two of them so 
linked together proceed around the circle. Having 
completed the circle, Number 6 takes his original place, 



OUTDOOR GAMES FOR OLDER BOYS 101 

while Number 5 links arms with Number 4 and the 
two travel around the circle. Then 4 links with 3, 3 
with 2, and the race ends when 2 and 1 have com- 
pleted the distance around the circle and have brought 
their sash to the leader in the centre. 

Flathead Race 

See clock games above. 

Similar to the preceding. A small block of wood or 
flat stone is given to Number 6 on each team. At* the 
signal to go he places the block on the head of Num- 
ber 5 and follows Number 5, who walks around the 
ring. Number 5 must keep his hands upon his hips. 
Should the block of wood fall from the head of Num- 
ber 5, he must stand still until it has been replaced by 
Number 6. The two continue walking around the 
circle until they reach the point which they left. Then 
Number 6 takes his place in the circle and Number 5 
takes the block from his own head and places it on 
the head of Number 4, and follows 4 around the ring to 
replace the block should it fall off. The race ends 
when Number 1, followed by Number 2, has completed 
the distance around the circle, still balancing the block 
of wood on his head, and presents himself to the leader 
in the centre. 

Spin Around Race 

See clock games above. 

Similar to the preceding race, except that each cap- 
tain takes a position about four feet outside of the 
circle near his own team. At the signal to go, Number 
6 steps out of his position in the circle and runs to his 
own captain, linking his right arm in the right arm of 
the captain, who spins him around twice. He then 
runs around the circle and returns to his original place 
in the circle, and tags off 5, who repeats the perform- 
ance of 6. When 2 has completed his round of the 
circle, he tags off his captain. The captain must run, 
without spinning around, clear around the circle on the 



102 GAMES 

outside, and enter through the point of the circle he 
originally held, and tag the leader in the middle. 

Leap Frog Race 

See clock games above. 

Similar to the preceding. In this race, Number 2 
will take the place of the captain outside of the ring. 
At the signal to go, Number 6 leaves the ring and 
proceeds around the circle, leaping with frog leaps 
over, the backs of the Number 2 men from each team. 
Returning to his original position, he tags off Number 
5. Number i's turn will come after that of Number 3, 
and when Numoer 1 has completed the circle, leaping 
over the backs of all Number 2 men, he tags off the 
Number 2 of his own team. The latter runs about the 
circle once, enters the circle at the point where he 
originally stood and tags the leader in the centre. 

Riding the Snail 

A group is divided into two equal teams. These 
two teams line up in parallel lines about six feet apart, 
back to back. A safety line is drawn at each end of the 
field about twenty-five yards from where the teams 
line up. One team is designated as the "head" team; 
the other as the "tail" team. The leader tosses a coin. 
If the coin falls with head up, he calls "heads." There- 
upon tails run across their safety line while heads en- 
deavor to tag them before they succeed. Succeeding in 
doing this the man tagged has to carry the tagger upon 
his back to the original place of line-up and the coin 
is again flipped. Should it fall with tail up, tails chase 
heads to the safety line at the other end of the playing 
space. 



CHAPTER II 
OUTDOOR GAMES FOR BOYS 

Treasure Hunt 

This game is a very adaptable one and can be run 
in a great number of different ways. It can be as 
simple or as complex as any leader may desire. 

A mysterious letter may be read to the group or a 
letter in code posted where the group can see it. The 
contents of this letter will direct any one to a place 
where he will find detailed information as to the exact 
location of a buried treasure. By following instruc- 
tions or working out the code, a boy will discover a 
second letter in hiding, or a time limit may be al- 
lowed to find letter number 3. At the end of that time 
the information contained in the second letter may be 
given to the entire group, so that all may hunt for 
letter number 3. This method keeps everybody in 
the game. As many letters may be hidden as desired, 
using the treasure as the last. This game can be 
used to teach observation, trailing and tracking. Let- 
ters using identification of trees, flowers, marks on 
trees, birds' nests, etc., may be used. Map and chart 
reading make the game more difficult. Letters may be 
written in Morse and Continental codes, or easy codes 
may be made. 

A good, book on trees or flowers, a small ax, or any 
useful article may be the hidden treasure. 

Hide and Seek 

One boy is chosen to be "IT." He blinds his eyes 
while the others hide. He counts 100 by 5's, then says, 
"Ready or not, you must be caught." He then en- 
deavors to find the hidden players. Succeeding he 
103 



104 GAMES 

must tag the goal and call the name of the player ob- 
served. Should he, in seeking a player, pass the spot 
where one is hidden, that player can race in to the 
goal and say, "In free." The one who is "It," however, 
can tag that player or the goal. When all the players 
have been discovered, the one first discovered or caught 
by "It" must blind his eyes for the next game. One 
who succeeds in getting "In free" is not subject to 
being "It" in the next hide. 

Look Out for the Bear 

All of the players hide their eyes, except one, who 
is the Bear. He hides. When sufficient time has been 
given for him to find a hiding place, the others seek 
him. When a player finds the bear he calls out, "Look 
out for the bear." Thereupon all of the players race 
back to the home base. The bear endeavors to tag as 
many of the players before they can reach the home 
base, as he can. All of the players tagged become 
bears and hide in the next round of the game, which is 
the same as the first. All of the bears try to tag as 
many as possible before they return to the home base. 
The game continues until the last seeker is caught. He 
has the privilege of being the. bear for the next game. 

Still-a-Feet 

This is a simple tag game. The player selected to 
be "It" starts the game by saying, "One, two, three, 
Still-a-feet, One, two, three, Still-a-feet, One, two, 
three, Still-a-feet, One, two, three ; no more moving of 
the feet, feet, feet." While "It" is saying this, the 
players can endeavor to get as far away from him as 
they desire, but when he has completed the statement, 
they cannot move their feet. Should he see one of 
the players moving his feet, he may chase that player 
until captured. Thereupon, that player helps him chase 
any of the others. A player cannot be tagged until 
one of the "Its" has seen a movement of his feet. 
The first player caught is "It" for the next game. "It" 
does not need to chase the first player whose feet he 



OUTDOOR GAMES FOR BOYS 105 

sees moving unless he so desires. He may chase any- 
one of the players whose feet he has seen move. 

Hang Tag 

This is a good game to play around a barn or in a. 
grove where there are low limbs. A player is selected 
to be "It." He may tag any player who is not hanging 
with feet clear of the ground. The player tagged im- 
mediately becomes "It" and may tag back the one who 
tagged him after that individual has taken five steps. 

Fox in Hole 

Any number of players may participate in this game. 
The playing area should not be too large. A four foot 
circle is marked upon the ground as a base. One 
player is selected to be the Fox. While the fox is on 
the base he may stand on two feet, but when he leaves 
the base to catch any of the other players he must 
hop on one foot. Should a -player become tagged, he 
becomes the fox, and the other players may slap him 
on the back until he is safe on the base. Should the 
fox put the other foot down, he must return to the 
base, and every player may slap him on the back until 
he succeeds in doing this, but no player can block his 
path to the base. 

Fence Tag 

This is a simple active game which can be played 
where there is a low fence or bar, over which the 
players may easily climb or vault. A player is selected 
to be "It". He takes his place on the opposite side of 
the fence from the other players and must climb or 
vault over and endeavor to tag someone who fails to 
get over the fence in time. "It" cannot tag anyone 
whose feet are off the ground, in an effort to get over 
the fence. Neither can he tag anyone who is standing 
on the other side of the fence from him. This is a 
very active game, as it keeps the players leaping back 
and forth over the fence in an effort to avoid being 



106 GAMES 

tagged. A pliyer tagged immediately becomes "It". 
He cannot tag back the one who tagged him, until after 
that one has a fair chance to get on the other side of 
the fence. 

Body Guard 

A small space is marked off at one end of the ground 
as a base or goal. One player is chosen to be the chief, 
an important personage requiring two body guards. 
The game starts with these three players in the goal 
and the balance of the players at large. The three 
come forth, and the two players who act as body guards 
clasp each other by the hand, and preceding the chief 
as a shield, endeavor to prevent the other players at 
large from tagging the chief. The chief himself may 
avoid being tagged by moving around the guards. 
Whenever a guard succeeds in tagging a player, the 
chief and his guards return home, whereupon the 
player tagged changes places with the man who tagged 
him. Any player succeeding in tagging the chief be- 
comes the chief. 

Sardines 

One of the players in the group hides, while the 
other players seek to find him. Should a player suc- 
ceed, he endeavors to get into the hiding place unob- 
served by the others and hides with the first player. 
As the game continues, and other players succeed in 
finding the hiding place, the number of hiding players 
continues to increase until they are packed in like 
sardines, hence the name. It is difficult for them, 
crowded together in this way, to keep from disclosing 
the hiding place to the remaining players. The game 
continues until the last player has discovered the hid- 
ing place. The first one to make the discovery hides 
in the next round. 

This is a good game to be played around a farm 
house where there are a number of hiding places, or in 
the woods where there are trees, boulders and ravines. 



OUTDOOR GAMES FOR BOYS 107 

Shinny 

This is a good game for boys and girls. It has fur- 
nished amusement for many generations of children. 
Each player must secure a stick about 2^2 feet long. 
An alder stick with a small bend at one end furnishes 
an ideal implement for this game. An old baseball 
or where this is not procurable, a tin can or a block of 
wood, may be used. The players are divided into two 
teams. Two stones, placed about five feet apart at 
each end of the playing space, serve as goals. The 
playing space should be about 30 to 50 yards in length. 
A level stretch of road can be used, or an open field. 
The game starts by each team taking a position any- 
where in the half of the field nearest the goal they are 
defending: 

The ball is placed in the centre of the playing space. 
Two opposing players, known as centres, take a position 
on opposite sides of the ball, within a distance of two 
feet of it, with the end of their clubs on the ground. 
The process of putting the ball into play is called 
"facing off". In facing off, the two centres raise their 
clubs from the ground and hit them together above the 
ball. They do this three times and after hitting them 
above the ball for the third time, they are allowed to 
hit at the ball, endeavoring to knock it^towards their 
own players or towards the opponent's goal. The 
game is now on and each player endeavors to knock 
the ball, by means of his club, towards and through 
the opponent's goal. Swinging the club higher than 
the shoulder is barred. Should the ball be knocked 
outside of the playing space, it is brought back in and 
faced off by any two opposing players at a point well 
within the playing space, opposite to where it went 
out of bounds. 

A goal counts one point and after each goal the ball 
is faced off in the centre. Goals should be changed 
in the middle of the game, so that no team may have 
an advantage over' the other because of location of 
goals. 



io8 ' GAMES 

One Step Off and All the Way Across 

Two goal lines about fifteen yards apart are marked 
upon the playing space. This game can be played on 
the road, using the opposite curb stones as goal lines. 
A player is selected to be "It" and takes his place be- 
tween the goal lines. He starts the game by saying, 
"One step off and all the way across". Thereupon, all 
the players who may be behind either goal line, upon 
stepping over the goal line, must run across the space 
between the goal lines towards the opposite goal. "It" 
endeavors to tag the players as they run between the 
goal lines. Each player tagged, helps "It" in tagging 
the others. After the game starts -the players may 
run back and forth between the goal lines at will. The 
game continues until all the players are tagged. The 
first player tagged becomes "It" for the next game. 

Wheel Away 

This game is similar to the preceding game except 
the players must be behind the same goal line, and the 
one who is "It" says, "Wheel away", which is the sig- 
nal for all of the players to run across the space to the 
other goal. Those tagged by "It" in their effort to do 
this, help him to tag the other players. All of the 
players are expected to run immediately upon hearing 
"Wheel away". Otherwise "It" may cross the goal 
line and tag them. The one first "It" is the one to say 
"Wheel away" each time, until all of the players have 
been caught. The one first caught is "It" for the next 
game. 

Bombardment 

This is a game enjoyed by boys. It is necessary to 
have half a dozen soft yarn balls or indoor baseballs 
or bean bags for this game. A large number of play- 
ers can participate. A playing space is marked off on 
the ground with a line drawn through the centre. The 
group is divided into two equal teams. The teams 
take positions on opposite sides of the center line. The 



OUTDOOR GAMES FOR BOYS 109 

balls are divided equally between the two teams. At the 
signal to start the balls are thrown at such opponents 
as may hold one of the balls. The players may move 
around in their playing space, but are not allowed to 
step over the centre line. Any player can recover a 
ball, but so long as he holds the ball in his hands, he 
is the target for the fire of the opponents. Each time 
a player, holding a ball, is hit by an opponent, he drops 
out of the game. The team first retiring all of the 
opponents 'wins. 

Bombardment No. 2 

This game is similar to the preceding, except that 
each player must secure a stick not over two feet long, 
which can be stuck loosely into the ground in- a vertical 
position. A 2 x 4 block of wood, about 8 inches long, 
with a flat end which can be balanced upon the ground, 
can be used in place of the stick if desired. Each 
player sticks his stick up near the back end of his play- 
ing space. They must be at least three feet distant from 
any boundary line and from each other. Each player 
takes a position in front of his stick. The object of 
the game is to knock over the opponents' sticks. Should 
a player knock over his own stick accidentally, or that 
of any player on his side, it counts as though it were 
knocked over by the opponent. When a player's stick 
is knocked over, that player is dead and takes his 
stick and leaves the game. The side first succeeding 
in knocking over all of their opponents' sticks wins the 
game. The players are not allowed to step over the 
centre line. 



CHAPTER III 
GAMES OF STRENGTH 

Taking the Heights 

This is a good rough and tumble game for boys. A 
bank, a low platform, a pile of dirt or some elevated 
position is necessary. The object of the game is for 
the players to strive to get upon the bank and maintain 
their position thereupon to the exclusion of all other 
players. Hitting, kicking, or the grasping of clothing 
is barred. 

Wrestle Tug of War 

Opponents are so arranged on opposite sides of a 
line marked upon the ground that those of equal 
size and strength are facing each other. Each player 
puts his right hand on the back of his opponent's neck 
and his left hand on his opponent's right elbow. 
Each tries to pull the other over the mark. At the 
end of the pull, the side having the most players on 
its side of the line wins the game. 

Referee's Hold 

Opponents take the same position as in the preceding 
event, but instead of attempting to pull across the line, 
each endeavors to make the other move one or both 
feet. The best two out of three are used to determine 
the winner. 

Finger Wrestling 

Opponents are arranged as in the preceding game on 

opposite sides of a line. Holding their hands well 

above their heads, opposing players grasp each other's 

hands, interlacing fingers, and each endeavors to bend 

no 



GAMES OF STRENGTH in 

the opponent's wrist backward. Succeeding in this, 
the vanquished drop out of the game. 

One Leg Tug of War 

Opponents are arranged as in the preceding game on 
opposite sides of a line. They turn their backs towards 
each other and standing upon their right foot, raise 
their left leg to the rear and hook the foot in that of 
the opponent. Each endeavors to pull his opponent 
across the line in this position. 

Hog Tie 

Two players of equal strength are each given a piece 
of quarter-inch rope or a strap. Each endeavors to 
tie together the other's ankles. 

Cumberland Wrestling 

Players face each other and take a waist hold, arms 
around opponent's waist, and stand close up. At the 
signal to "go" each player tries to lift his opponent 
off his feet. No throwing is allowed. Three tries are 
permitted. 

Greco-Roman Wrestling 

Opponents face each other and may take any legiti- 
mate wrestling hold in their effort to % secure a fall 
from the other. Should any part of the body other 
than the feet touch the ground, it constitutes a fall. 

Shoulder and Arm Push 

Opponents face each other with a line marked upon 
the ground between them and place their right hand 
on the other's left shoulder and their left hand on the 
opponent's upper right arm. In this position they 
endeavor to push the opponent back from the centre 
line, so as to get on the opponent's side of the line. 

A modification of the preceding may be made by 
allowing the use of but one hand — the right placed 
against the opponent's chest, with the left held behind 
the back. 



ii2 GAMES 

Squatting Tug 

Opposing players sit upon the ground facing each 
other, with the soles of their feet flat against each 
other's. They then bend forward without bending 
the knees any more than necessary and grasp the op- 
ponent's hand. In this position they endeavor to lift 
the opponent from the sitting position on the ground. 

Neck Tug of War 

Opponents interlace their fingers behind each other's 
necks and endeavor in this position to pull the other 
across a center line. 

Hand Tug of War 

Opponents grasp each other's hands and each en- 
deavors to pull the other across a center line. 

Cane Wrestling 

Opponents are given a stick, like a broomstick, 
which is grasped with both hands. Each endeavors 
to break the grasp of the other upon the stick. 



Part IV 

GAMES FOR SPECIAL 
OCCASIONS 

CHAPTER I 

GAMES AT THE DINING TABLE 

Banquet Games 

Oysterette Race 

Those sitting on one side of the table constitute 
team "A", those opposite them, team "B". The two 
captains should be sitting opposite each other. At one 
end of the table place a dish containing ten to twenty 
oysterette crackers, in front of the men on the opposite 
end of each line from the captain, and an empty dish 
in front of every other man. The opponents having the 
dish of crackers in front of them are given a spoon, 
and at the signal to "go" they pass the crackers by 
means of the spoon from their dish to that of the next 
on their team. When the last cracker has been trans- 
ferred, the spoon is handed to the next man on the 
team, who repeats the performance of the first. 
(Dishes cannot be moved from their original position). 
The team first succeeding in getting the crackers to the 
dish of the captain wins. 

Passing the Drink 

Teams are arranged as in No. I. A glass of water is 
given to the man at one end of the table. The glass 
should be filled to the brim. With the signal to "go" 
it is passed to the far end of the table and immediately 

113 



H4 GAMES 

returned. The glass which returns first to the one 
who started the passing determines the winner, pro- 
vided that the glass has as much or more water in it 
at the finish than the opponents' glass. If the winning 
team has less water in it, the result is a tie game. 

Rat-a-Tat-Tat 

Teams arranged as in previous games. . A plate or 
glass must be placed in front of each contestant. Two 
spoons are handed to contestants at the head of each 
line. At the signal to "go" the opponents beat on the 
plate rat-tat-rat-tat-tat, as a drum beats. He then 
passes it on to the next. Rat-tat-rat-tat-tat is passed 
on to the far end of the line and back. When the one 
who started the race has beaten his last rat-tat-rat-tat- 
tat, he stands up holding both spoons above his head. 

Earth, Air, Fire and Water 

Teams are arranged as in previous games. A mem- 
ber of team "A" is given an object, which can be 
conveniently passed or tossed across the table. The 
game starts by his passing the object to any member 
of the opposing team. In passing the object, he says 
one of the four words: "Earth, air, fire or water." If 
the word "earth" is used, he must name some animal; 
if the word "air" is used, the one receiving the object 
must name some bird; if the word "water" is used, 
he must name some fish, and keep quiet if the word 
"fire" is used. If the word used requires an answer, 
the one to whom the object is passed must give the 
name before the one who has passed the object can 
count ten. Failing to do this, one point is scored by 
team "A". The one on team "B" to whom the object 
was passed, passes same back to any member of team 
"A" and says any of the four words. 

Note. — If the word "Air" is used, the opponent must 
name some bird, such as robin, thrush, etc. If "water" 
is used, shad, salmon, etc. If "earth" is used, lion, 
cow, etc. 



GAMES AT THE DINING TABLE 115 

Around the Chair 

The teams are arranged as in previous games. The 
opponents at the head of the line are handed an 
orange. At the signal to "go" they must stand up, 
push their chair back froni the table and run around 
the chair twice, return to the table, sit down and pass 
the orange to the next one in line, who repeats the 
performance of the first. The race ends when the 
last one in the line has circled the chair twice, sat 
down and held the orange above his head. 

Jenkins Up 

Divide the company into two sides. One division 
sits around the table on one side, the other on the 
opposite side. The members of the division "A" put 
their hands under the table and a small coin, dime or 
quarter, is passed from one to the other. When di- 
vision "B" thinks they have had enough time, the 
captain calls out, "Jenkins up !" and the players of "A" 
hold up their closed hands; and when "Jenkins down!" 
is called, they must place their open hands, palm down, 
on the table. The players of "B" must guess under 
which palm the coin is. Every player may guess, but 
only the captain is to be obeyed when he orders an op- 
ponent to lift a hand. If a player can succeed in find- 
ing the whereabouts of the coin by causing an oppo- 
nent to raise his hand, it is legitimate. The object 
is to have the hand containing the coin remain on 
the table last. Every hand left with the palm on the 
table when the hand hiding the coin is lifted, counts a 
point for the team holding the coin. The teams alter- 
nate the guessing. 

Malaga Grapes 

One who knows the game takes a spoon in his right 
hand, then taking it in his left hand, he passes it to 
the one sitting at his left, saying, "Malaga grapes are 
very fine grapes, the best to be had in the market". 
He tells his neighbor to do the same. The spoon is 



n6 GAMES 

thus passed from one to the other, each telling the 
same grape story. If anyone passes the spoon with the 
right hand, which is the natural thing to do, a forfeit 
can be claimed. The trick must not be told until it 
has gone around a table once or twice. 

Table Football 

An egg is blown and the shell used as the football. 
Two captains are selected, each choosing his side. 
Teams take places on the opposite sides of the table 
and endeavor to blow the egg shell over a goal line 
which is made two inches from and parallel to their 
opponents' side of the table. After each goal the egg 
is placed in the centre of the table and the blowing 
begins with the sound of a whistle. No player can 
leave his place, and the "football" must be moved en- 
tirely by blowing. If the table be long, more than one 
egg may be used. 

Spearing Peanuts 

A number of peanuts are placed in the centre of 
the table. Each guest is armed with a hat pin. A few 
of the peanuts have black spots marked upon their 
end. These peanuts count 5 points. All other peanuts 
count 1 point. The player succeeding in scoring the 
highest number wins. The pin must be stuck into the 
shell. Showing the nut is not allowed. 

String Winding Race 

Ttfose seated at one side of the table compete against 
those on the opposite side. A ball of string is given 
to the two players sitting opposite each other at one 
end of the table. At the signal to go the two players 
maintaining their hold on the loose end of the string 
pass the ball to the players next to them. Each player 
must hold the string in one hand and pass the ball on, 
unwinding it, as it progresses to the next player. When 
the ball has reached the last player he immediately 
starts rewinding the ball. When he has wound up his 
share, he passes it back to the next, who continues the 



GAMES AT THE DINING TABLE 117 

winding. By the time the ball has returned to the 
player at the head of the table, it must be entirely 
wound. The team first succeeding in accomplishing 
this, wins the race. The string must be wound upon 
the ball and not snarled. 

Name Writing Race 

The teams are arranged on opposite sides of the 
table. A long slip of paper and a pencil are handed 
to two players sitting opposite at the head of the table. 
At the signal to "go" the two players holding the 
paper write their last names upon it and pass the slip 
on to the next player on their side. The second player 
on each team must write the first name of the preceding 
player in its proper place on the slip and write his own 
last name directly under that of the preceding player 
and then pass the slip on to the third player, and so it 
continues until it reaches the last player. He follows 
the example of the other players, leaving space 
for his first name. The slips are then passed back to 
the head of the table where the first name of the last 
man must be written down by the player at the head 
of the table. When this is done they stand and hold 
the paper above their heads. The team first succeeding 
in this wins. Each player must give to the player next 
following him his first name. The last player on each 
team will have to shout his name, so that the one at 
the head of the table may be able to fill it in before 
ending the race. 

Candle and Plate Race 

The teams are arranged on opposite sides of a table. 
The two players at the head of the table are given a 
plate and a candle and a box of safety matches. At 
the signal to "go" the candle is placed on its end on 
the plate and lighted by the first player. The candle is 
then balanced upon the plate, as it is passed to the 
next player, who receives the plate endeavoring to 
maintain the balance of the candle. Should the candle 
fall over, the player in whose hand the plate rests 



n8 GAMES 

must place the plate down upon the table, again stand 
the candle on its end and pass it on to the next player. 
Should the flame on the candle become extinguished, 
the player, in whose possession it is, must place the 
plate down upon the table, and using the box of safety 
matches which is on the plate, relight the candle. In 
this way the candle is passed to the far . end of the 
table and back. The team first succeeding in accom- 
plishing this task wins. 

This can be made more difficult by requiring each 
player to keep one hand in his lap during the passing, 
balancing and lighting of the candle. In lighting, the 
next neighbor on the team may hold the box of matches 
while his teammate strikes the match necessary to re- 
light the candle. 



CHAPTER II 
A COUNTY FAIR PLAY FESTIVAL 

Play programs with everybody in the games, old and 
young, large and small, are replacing the fakers and 
chance-men in some of our County Fairs. Instead of 
a lot of disgusted individuals with empty purses wind- 
ing their way on the long home trail we want to hear 
the laughter of the family group, s£ill exhilarated as a 
result of a pleasant afternoon spent in happy, healthful 
recreation. 

Everybody loves to play but few will admit it. In 
fact a great many do not realize that it is true. In 
order to get everybody in the game, it may be neces- 
sary to use unusual methods. A heterogeneous group 
can be led into the play program unconsciously if the 
leader uses the proper approach ; and before old Deacon 
Hasbrook knows it, he and his good wife, neither of 
whom have played in nigh on to thirty-five years, will 
be laughing and frisking about with the rest in a 
way that you would have said impossible if you had 
known this sedate dignitary for the past twenty-five 
years. 

The Grand March 

Here is one way that it can be done. While the band 
is playing a lively march at one end of the field which 
is to be used for the games, have the leaders, who have 
been previously instructed, get all of the folks lined up 
in couples around the field for a grand march. A couple 
trained for the occasion leads the -march when every- 
body is in line, marching about the circumference of 
the field. The leaders start their fancy marching. 
At one end they turn and march down the center of the 
119 



120 GAMES 

field to the far end where the couples separate, the 
ladies going to the left and the gentlemen to the right. 
They reunite at the other end of the field. The march 
continues with numerous variations such as change 
of formation from double to formation of fours, march- 
ing diagonally across the field, crossing at the middle, 
etc. The march should end with the group arranged 
in couples around the circumference of the field with 
the ladies nearest the center. Have both groups face 
the center and have the ladies take one step forward 
and the men take one step backward. 

The Games for All 

One American flag on a short stick is handed to the 
leaders of both lines, that is, the leading lady and the 
leading gentleman, and at the signal to start the flags 
are passed about the circle (over the head), the ladies 
competing against the gentlemen to see which can 
pass the flag from hand to hand all the way around 
the circle in the quickest time. The race ends when 
the flag returns to the leader, who waves the same 
above his head, indicating the close of the race. 

If the group is less than ioo in number, the follow- 
ing game can be played: 

A ball of string is handed to the leader of each team. 
Upon the signal to start, the leaders, holding the end 
of the string, pass the ball to the next one on the team, 
who passes it to his neighbor, unrolling it as it goes, 
and so on from hand to hand, each one on the team 
keeping hold of the string with his right hand. There 
should be string enough in the ball to reach all the way 
round the circle. The ball diminishes as it is passed 
along. When the ball reaches the last one in the circle 
he starts rewinding the string upon the ball, passes it 
back to the next one, who winds on the slack, and so 
the ball is passed, each one winding until the ball re- 
turns to the captain. Each team will try to get the 
ball properly wound back into the captain's hands 
first. No one can leave his regular position in the line 
during the race. If the ball has been properly wound, 



A COUNTY FAIR PLAY FESTIVAL 121 

it will be possible to throw the same twenty-five feet 
to the judges, who take a position within the circle 
and about this distance in front of the captain. The 
first one to get the ball into the hands of the judge, by 
means of this throw, wins the race. 

In the next race five or six flags of the Allies are 
passed about the circle in the same way. The flags are 
stuck in the ground in front of the leaders. Upon the 
signal to start, the leaders pick up the first flag and 
start it on its way, then immediately pick up the 
second and start it about the circle and so on until all 
of the flags are in motion. The American flag should 
be passed last. When all of the flags have been re- 
turned to the leaders they run to the center of the ring. 
The first one to stick the American flag up in the re- 
ceptacle there placed to receive it wins the race. 
(Careful instruction should be given that the flags in 
being passed about the circle must be handed from 
one individual to the next so that every individual 
passes the flag. Throwing is not allowed.) 

See chapter on Racing Games for picnic for other 
suggestions. 

Following these passing games the group can be 
broken up into smaller circles, each under the direction 
of a leader who has been previously instructed in the 
type of game he is to give to his group. The activi- 
ties of the smaller groups are to be arranged according 
to the age of the participants. 

In dividing a group into smaller groups according 
to. age, the leader should first have all children under 
twelve years of age step forward. These should be 
placed in the charge of group leaders. Next all the 
boys and girls from twelve to eighteen should be 
asked to step forward and next all those young men 
and women who can participate in active games. When 
this last group has been called forward, those remain- 
ing will form the fourth group. 

It is difficult for one leader to handle more than 
fifteen individuals. If any of the groups contain more 
than this number, they should be subdivided, with a 



122 GAMES 

leader placed in charge of each subdivision. Try as 
far as possible to have the two sexes equally divided 
in each group. The games should be carefully se- 
lected in advance and the various leaders should have 
been trained for their task. No active play program 
for large groups should be planned for a longer period 
than one hour and then frequent rest periods allowed 
for adults. 

Games which will be found adaptable for the various 
groups contained in this volume are suggested below: 

For the children under twelve — Schoolyard Games 

for Primary and Intermediate Pupils. 
For those from twelve to eighteen — Schoolyard 

Games for Advanced Pupils. 
For the young men and women — Outdoor Games 

for the Older Boys and Young Men. 
Por the middle-aged — a selection of games from 

chapter on "Games for Picnics, and Social 

Games for Adults". 



CHAPTER III 

GAMES FOR A STORY PLAY HOUR 

The Story— "Paul Revere" 

Following the reading of Longfellow's poem the lis- 
teners are given the opportunity to give expression to^ 
their imagination in the following games, — 

"The Red Coats" 

Divide the group into two equal teams. One team 
is called the farmers, the other the red coats. A goal 
is marked off on the ground in the form of a hollow 
square large enough to contain all the members of 
one of the teams. 

All of the red coats take a position inside of the 
goal with eyes closed while the farmers hide. After 
sufficient time has been given to the farmers to hide, 
the red coats are released and each seeks to discover 
a farmer. Upon being discovered the. hiding farmer 
must remain in his hiding place until tagged by the 
red coat then they both race back to the goal. The 
first one to cross the goal line becomes a farmer and 
the other a red coat in the next hiding. After return- 
ing to the goal both farmer and red coat must remain 
therein until all of the farmers have been discovered. 
If the last red coats find it difficult to locate the hiding 
farmers they can call to their assistance such other 
red coats as they may need, in which case the red coat 
first discovering the farmer pToints him out to that red 
coat who enlisted his help, thereupon said red coat 
tags the farmer and races with him to the goal. 

After all of the farmers have been discovered those 
who are to be farmers in the next round hide and the 
game goes on as before. 

123 



124 GAMES 

In case two red coats discover the same farmer the 
one first tagging him shall count and shall race with 
him for the goal. In case the red coat discovers more 
than one farmer he may choose the one he wishes to 
tag, but he is not to disclose the other to another red 
coat. 

"Yankee Doodle Tag" 

The group is divided into two equal teams. Two 
lines are marked upon the playing space parallel to 
each other and about 20 yards apart. These lines 
should be long enough to allow all of the expected 
number of players to form line upon, shoulder to shoul- 
der. Each team lines up on a goal line facing in the 
same direction, Team A facing the center of the play- 
ing space, Team B facing away from the center. 

Team A marches forward whistling "Yankee 
Doodle" maintaining a straight line until a leader who 
takes a position near the center of one side of the 
playing space raises a hand above his head. This is a 
signal for team A to stop whistling, break ranks and 
run back to their goal line. 

Team B, whose backs are toward the advancing 
column, upon hearing the whistling stops, turns about 
and chases after team A, trying to tag as many of 
them as possible before they get back to their goal 
line. Every member of team A who is tagged be- 
comes a member of team B. 

Team B next marches forward whistling as did A, 
while A waits on their goal line until the whistling 
stops, thereupon they turn about and chase B. The 
game continues in this way. At the end the team 
having the most players is declared the winner. 

Note — the leader giving the signal for the whistling 
to stop should take a position where the signal can- 
not be seen by the team waiting to chase the whis- 
tlers. 

"Paul Revere Race" 

The group is divided into teams of from 8 to 15 



GAMES FOR A STORY PLAY HOUR 125 

each. These teams are placed on the field in parallel 
columns of file with a distance of 10 feet between each 
team. The players on each team are then arranged 
in the line at a distance of from 10 to 20 feet apart. 
The lightest member of each team is selected as the 
rider for that team and takes his position behind the 
player at the back end of his line. 

At the signal to start he leaps upon the back of the 
last man who carries him forward to the next man of 
his team in front of him in*the line, and the rider must 
change from the back of the first steed to the back of 
the second without touching the ground. The second 
steed carries him to the third, and he is passed on from 
steed to steed until he reaches the last steed at the end 
of the column who carries him across a finish line. 
The first Paul Revere to cross the line wins the game 
for his team. 

"The Midnight Ride"— Quiet Games 

Two teams of equal numbers are chosen and ar- 
ranged in two lines facing each other. If the game 
is played in-doors place the teams on opposite sides of 
the room. A pad of paper and a pencil is given to 
the two players at the head of each line. The leader 
then reads a number of lines from Longfellow's poem 
"The Midnight Ride of Paul Revere", requesting that 
all of. the players endeavor to remember as much of 
the poem as possible. When a sufficient number of 
lines have been read the player at the head of each 
team, at a signal to start, writes the first word of 
the poem on the sheet and passes it along to the next 
player in line who writes the second word. And so 
it is passed until it reaches the end of the line. If a 
player does not remember the right word he writes 
his surname in place of the word and passes it on to 
the next player who either fills in the proper word or 
writes in the surname. 

The team which passes the pad to the other end of 
the line first wins, provided that every one has either 
written a word from the poem or a name thereupon, 



126 GAMES 

and scores 5 points. The team having the fewest 
names written into the poem also scores 5 points (an 
error counts the same as a name). In case of a tie, 
the score race is repeated. 

MODIFICATION.— Read several verses and re- 
quire the paper to be passed up the lines and back as 
many times as are necessary to write down all of the- 
verses read, using the same method used in the other 
race. The team first getting all of the verses written, 
wins. Those who cannot add the right word to the 
verse must write their surname in every time the 
paper passes them. Forfeits can be required from 
them whose names appear above a certain number of 
times on a sheet. If the group is very large increase 
the number of teams. 

The above games are supposed to be played after 
the reading of Longfellow's poem — "The Midnight 
Ride of Paul Revere". 



CHAPTER IV 
AN INDOOR SPORTS FAIR 

They are still talking about the Indoors Sports Fair 
that the Welfare League of Ashton gave last spring, 
and ranking it as the best thing the town ever did to 
raise money for their united welfare funds. 

When the doors were opened on the first night it 
was not surprising to see a crowd all ready to push in 
and enjoy the sports prepared for them. No admis- 
sion was charged, but each sport, exhibit and event 
had its price plainly marked in black on a bright blue 
sign at the entrance. 

That first evening it seemed as if the golf course 
was patronized as freely as any of the sports. It took 
up one large corner of the hall, where a miniature 
nine-hole course had been laid out on dark blue denim. 
The "holes" were marked out with rings of white 
paint, and there were a few hazards of -sandbags and 
a very low brick wall. For the most part it was a 
putting game, a putter being handed to the player after 
he had paid his admission to the "caddie" at the turn- 
stile gate. 

They say the boys had the time of their lives at the 
baseball diamond, and some of their fathers too, to 
judge from the receipts. Back on a large piece of can- 
vas Bill Simons had "dashed in" with cold water 
paints a baseball diamond, with trees in the back- 
ground and bleachers on each side, all in a queer per- 
spective which didn't hurt the game any. In the cur- 
tain Bill had cut holes just a little larger than a 
baseball, so that throwing the ball through these holes. 
was not any' bush-league business. On the diamond 
he had marked under the holes, First Base, Second 
127 



128 GAMES 

Base, Third Base, and Home Run at the plate. Back 
of the plate were two holes quite close together, one 
marked Strike and the other Ball. Two holes in the 
outfield and two "over the fence" were also arranged 
in pairs to make pitching difficult. Regular baseballs 
were sold, four shots for a nickel. The ruling of the 
game was simple : Three strikes out, four balls a 
chance to try first base, or one of the "over the fence" 
holes for a home run; after first base, second and 
third had to be hit successively before a home run 
could be scored, and to make it harder there was a 
"grounder" hole near third base which put one out of 
the game; balls which merely struck the curtain were 
counted as fouls, four fouls being out. Back of the 
curtain Bill had hung an old mattress against which 
the balls bounded to the floor. This was covered with 
a black cloth to make the holes in the diamond visible. 

Seeing the Old Home Town 

Down the line next to the baseball diamond came the 
bowling alley, where everyone who was not a fan or 
a golf fiend was taking a hand at the sport. This alley 
was laid on a long board table, and the game played 
with tenpins and small wooden balls. Six balls for a 
nickel they sold here, and because the sport needed 
something to speed it up a bit they linked it with the 
food table next door. The best cooks in town pre- 
sided over this. You paid your money for your tenpin 
balls, and proceeded to run up a score by counting 
the numbers on the pins you knocked down; the pins 
were set far apart to make it difficult. Then you took 
your score to the food table, where certain numbers 
of points brought you a glass of jelly, a can of mince- 
meat, a box of cookies, or a jar of mayonnaise. That 
bowling alley certainly did appeal to the women ! 

And if there was ever a more successful grab bag 
for the children than the quoits game, the Ashton 
Welfare Committee wants to hear about it. They 
called it a Good Luck booth for it had a horseshoe- 
shaped opening with a row of numbered pegs across 



AN INDOOR SPORTS FAIR 129 

the back. The kiddies bought the quoits, little wooden 
horseshoes cut from cigar-box wood, and tossed them 
over a peg. The number of the peg corresponded to 
a numbered tag which was handed out to be redeemed 
at the parcel-post window near the aerial mail plane. 

This aviator, by the way, was an official of the 
Cupid Airline, so he advertised on his aeroplane, which 
was painted on a large curtain with a hole cut out 
where the seat would be, and the wheel of an electric 
fan poked through at the front and set going for a 
propeller. His mail bag hung over the side of the car 
inside of which he stood in aviation uniform, and for 
ten cents you could get your fortune in a small white 
envelope out of the mail bag if you were a man, or in 
a pink envelope if you were a girl. 

But say, for a real scream, you had to take a sight- 
seeing trip in the auto ! It was worth twice the toll. 
Dottie Earle had charge of it, and she made one of 
the funniest guides you ever heard. "This way, ladies 
and gentlemen," she would shout through her mega- 
phone; "get your tickets for a tour of the city in the 
most magnificently equipped sight-seeing autos that 
ever ran on three wheels and one cylinder ! Only 
twenty-five cents, two bits a ride ! See the birthplace 
of Ashton's mayor, the history of Ashton's past, its 
chief industries," and so on. 

When her tourists assembled in front of her machine, 
which was a real car, at least the front half of one, an 
old relic which the garage had just about decided to 
scrap, its latter half hidden behind a dark curtain, 
Dottie led them back of the curtain where the sights 
of Ashton were hidden. In another black curtain were 
a series of holes not any larger than a quarter, and be- 
hind each was one of the sights, a cradle, a picture of 
the town dump, a scrubbing brush and a large pen- 
knife for the sights already mentioned. For the Home 
Team she had .a snapshot of the Warren twins, for the 
competitor of the Herald, a telephone, and so on with 
eight other "hits" on town topics and characters. So 



130 GAMES 

many guffaws and squeals of laughter came from be- 
hind the curtain that they had to call in a "traffic cop'" 
to keep the crowd outside quiet. 

The "traffic cops/' by the way, were boy scouts. 
They had dark blue costumes of cheap drill, trimmed 
with white braid, and wore white cotton gloves and 
shiny badges. They really did have power invested 
in them by the committee to preserve order and keep 
the crowds moving. At one point they were allowed 
to stand with a semaphore and hold up the crowd, 
not allowing anyone to pass who could not show a cer- 
tain number of tags from the various booths. This 
tag system was to insure that all would play fair, for 
there was so much fun just watching other folks spend 
money that the tightwads might never have taken 
their hands out of their pockets or opened their 
purses. 

A Racket Around the Candy Booth 

Mrs. Peterson, who sells the best bread in town,, 
had charge of the cake archery. You bought arrows 
for this, three for ten cents, but you could not shoot 
until a dollar's worth of arrows had been sold. Then 
you took your turn at the bow and arrow. The arrow 
which hit nearest the bull's-eye got the cake, of course, 
and it was some cake, if it happened to be one of Abbie 
Southerland's angel foods. 

The Girls' Club had drawn the candy table for their 
share of the fair, and a pretty booth they made of it, 
using all the tennis nets they could beg, borrow or 
steal to drape it with and putting up all the candy in 
ten-cent packages wrapped in white waxed paper to 
look like tennis balls. Someone got funny and asked 
why there was such a racket around the candy booth ! 

The fair lasted three days. What with changing the 
attractions, keeping fresh food on the refreshment 
tables, making special attractions for children in the 
afternoons after school by offering prizes for sports 
events like sack races, obstacle races, and so on, getting 
up interest in golf tournaments and baseball series, the 



AN INDOOR SPORTS FAIR 131 

place was kept packed from three in the afternoon 
until midnight. 

In The Ladies' Home Journal, Jan., 1921. Published 
with the permission of the author, Claire Wallis, and 
The Ladies' Home Journal. . 



CHAPTER V 
RAGING GAMES FOR PICNICS 

In these games participants are divided into a num- 
ber of equal teams. Each team is lined up in single 
file behind a base line. A distance line parallel to the 
base line and about ten yards from it is indicated on 
the field. 

Egg and Spoon Race 

A basket of eggs, apples, potatoes or stones is placed 
in front of each team and a spoon given to the first 
member of each team. .Empty baskets are placed on 
the distance line opposite the position of each team. 
At the signal to go the first player on each team, keep- 
ing the left hand behind the back, takes one egg from 
the basket by means of the spoon and carries it on 
the spoon to the basket from the distance line. Re- 
turning to the base line the spoon is handed to the 
second member of the team who repeats the perform- 
ance of the first. The game continues until the last 
player on each team, after carrying the egg forward, 
returns across the base line. The team first succeeding 
wins. 

Should a player drop an egg, he must gather up as 
much of the egg as possible and carry it to the far 
basket and there deposit it before returning with the 
spoon to the next member of his team. 

Pea Shelling Race 

A basket containing peas and an empty dish are 

placed on the distance line opposite each team. There 

should be at least six peas contained in each basket 

for every player on the team. At the signal to go the 

132 



RACING GAMES FOR PICNICS 133 

first player on each team runs forward, shells his peas 
into the dish and lays the six empty pods in a straight 
line behind the dish. Accomplishing this, he returns 
and tags off the next player on the team who repeats 
the performance of the first. The team first succeed- 
ing in shelling all of the peas and having each play- 
er's pods lined up in a straight line, wins. 

Needle Threading Race 

An individual holding a needle and a short piece of 
thread is on the distance line opposite each team. At 
the signal to go, the first player on each team runs 
forward, takes the needle and thread, threads the 
needle, hands it back to the individual and returns and 
tags off the next player on the team. The individual 
holding the needle unthreads it, ready for the next 
player to repeat the performance of the first. When 
the last player crosses the starting line after thread- 
ing the needle the race ends. 

Button Sewing 

As many buttons as there are players on each team 
are placed on the distance line opposite each team, 
a strip of cloth, a needle, and as many short lengths 
of thread as there are players. At the signal to go, 
the first member of each team runs forward, threads 
the needle with one of the pieces of thread, sews a 
button on the strip of cloth, using up all of the thread 
in his piece. He leaves the needle stuck in the cloth 
at the distance line and returns and tags off the next 
player, who repeats the performance of the first, as 
do all other team members. 

Rope Skipping Relay 

A piece of rope is necessary for each team. At the 
signal to go, the first member of each team skips rope 
forward to the distance line. From the distance line 
he runs back and hands the rope to the next one on 
the team, who repeats the performance of the first. 
Each player must skip the rope at least six times in 



134 GAMES 

each direction. The last member of the team, after 
skipping the rope forward to the distance line, returns 
across the base line, ending the event. 

Rope Skipping Contest 

A piece of rope is needed for each team. At the 
signal to go, the first individual skips rope ten times, 
in place, hands the rope back to the next individual 
who skips ten times, and so the rope is passed on until 
it gets to the last one in the line, who skips twenty- 
times and passes the rope back to the one next in front 
of him in the line. The rope is passed until it gets to 
the first member of the team, each one skipping ten 
times upon receiving it. When the one in the front 
of the line has skipped ten times, he ends the race by 
running forward across the distance line. 

Dizzy Izzy 

A cane or stick is given to the first player on each 
team. Upon the signal to go he places the end of the 
stick upon the ground, holding the stick in a vertical 
position, and places the centre of his forehead on the 
upper end of the stick. In this position, he circles 
around the stick three times and then runs forward to 
the distance line and returns, handing the stick to the 
next player on his team behind the base line. The second 
player places his forehead upon the stick and repeats 
the performance of the first, as does every other 
player on the team. The last man ends the race by 
crossing the base line. 

Caterpillar Race 

The players on each team sit upon the ground in 
single file, with the head ,of each team behind the 
base line. The knees are bent so that the feet are 
near the hips. Each player reaches back with his two 
hands and grasps the ankles of the player next behind 
him. At the signal to go, the entire column moves 
forward, endeavoring to keep from breaking the col- 
umn by any one losing his grip on the ankles of the 



RACING GAMES FOR PICNICS 135 

next member of the team, behind. The caterpillar 
creeps forward across the distance line and returns. 
When the rear end of the column crosses the base 
line, the race is completed, provided the column is 
unbroken. 

Potato Race 

Two peach baskets and two potatoes, stones or blocks 
of wood for each contestant are needed for each team. 
One basket js placed before each team on the base line 
and one directly opposite on the distance line. The pota- 
toes are placed in the basket on the base line. The 
first player takes a position on the right hand side of 
the basket behind the base line, with a potato in his 
hand. At the signal to start, he runs around the 
basket on the distance line, dropping his potato therein. 
He returns, running around the basket on the base line, 
picks up the second potato, which he carries and drops 
into the far basket, as he circles it. He then returns 
and tags off the next player on the team, who, after 
being tagged, picks up the first potato and carries it to 
the far basket, returning for his second. Each player 
in turn carries two potatoes, one at a time. Both bas- 
kets must be circled in carrying the potatoes forward. 
The player is not allowed to touch the basket in run- 
ning around it. If his potato fails to go into the bas- 
ket, he must pick it up and put it in before he goes 
for his second potato or touches off the next runner. 
The last player on each team ends the race by crossing 
the base line after having properly deposited his two 
potatoes in the far basket. 

Apple Race* 

A strawberry basket full of small apples is handed to 
the first member of each team. At the signal to go the 
basket full of apples is passed back over the heads 
of the players until it reaches the last player in the 

*Stones may be used in place of apples in these 
races. 



t 3 6 GAMES 

column. The last player, upon receiving the basket 
full of apples, runs forward on the right hand side 
of his line to the distance line, where an empty basket 
has been placed. He pours the apples from his full 
basket into the empty basket, leaving the basket- which 
is now empty on the distance line. He returns with 
the full basket to the front of the column and starts 
passing the basket full of apples back over his head. 
When it reaches the individual who is then at the rear 
of the column, he runs forward, repeating the per- 
formance of the first. The race ends when the last 
man on the team to run returns across the base line 
after having changed the apples on the distance line. 

Apple Race No. 2* 

A basket full of apples and an empty basket are 
placed upon the distance line opposite each team. At 
the signal to go the first man on the team runs for- 
ward, empties the apples from the full basket into the 
empty basket. Should he spill any, he must pick them 
up. All of the apples must be in the basket before 
he leaves them. He leaves the empty and full baskets 
on the distance line and returns, tags. off the next mem- 
ber on his team and takes his place at the rear of the 
line. When all members of the team have done this 
and the last member crosses the base line, the race 
ends. 

Apple Race No. 3* 

Peach baskets containing an equal number or apples 
(fifteen makes a good number) are placed at the 
front of each team. An empty basket is placed at the 
rear of the column. At the signal to go the first man 
on the team picks the apples out of the full basket, 
one at a time and passes them to the rear as rapidly 
as possible. Every man in the line must receive and 
pass back every apple. The last man in the column 

*Stones may be used in place of apples in these 
races. 



RACING GAMES FOR PICNICS 137 

deposits the apples in the empty basket as rapidly as 
he receives them. 

When the last apple has been passed back, the man 
in front of the column passes back the empty basket. 
When the empty basket reaches the last man in the 
column, he picks up the full basket, places the empty 
one in its place and runs to the front of the column 
with the full basket, places it in front of him on the 
ground and starts passing the apples back, one at a 
time, as before. The race continues until the last man 
on the team runs forward and places his full basket o£ 
apples on the distance line in front of his team. 

Judges should count the apples to see that there are 
as many in the basket as the team started with, before 
rendering a decision as to the winner of the race. 

Apple Race No. 4* 

A peach basket is placed opposite each team and ten 
feet beyond the distance line. The first member of 
each team is handed a good sized apple. At the signal 
to go he runs forward to the distance line, and stand- 
ing behind the same, endeavors to toss the apple into 
the basket. Failing to do this, he may run forward 
and recover the apple, but must return to the distance 
line in his endeavor to toss the apple into the basket. 
When he has succeeded in tossing the apple into the 
basket, he picks the apple out of the basket and runs 
back, handing it to the next member on the team, who 
does the same as he did. The race continues until the 
last member of* the team has properly tossed the apple 
into the basket, recovered it and has run across the 
base line. 

Apple Toss 

A basket containing four apples is placed on the 
ground in front of each team. An empty basket is 
placed on the distance line opposite each team. The 

*Stones may be used in place of apples in these 
races. 



i 3 8 GAMES 

first player on each team takes a position beside the 
empty basket on the distance line. At the signal to go 
the second player on the team, who stands by the bas- 
ket containing the apples, picks up the apples, one at 
a time, and tosses them to the first player who stands 
on the distance line. The first player, upon catching 
the apples, drops them into the empty basket until 
he has received all four. He then carries the full 
basket back and places it on the ground in front of 
his team, while the player who tossed the apples to 
him runs forward to the distance line with the empty 
basket. The third player on the team then picks up 
the apples, one at a time, and tosses them to the 
second player, who is now beside the empty basket on 
the distance line, while the first player takes his posi- 
tion at the rear of the line. 

The race continues in this way until it becomes the 
turn of the first player to toss the apples forward. 
After having tossed the four apples, he picks up his 
empty basket and runs with it across the distance 
line, ending the race. 

No player can have more than one apple in his hand 
at a time and the player tossing the apples forward 
must stand behind the base line and cannot pick up the 
basket to run forward with it until he has gotten rid 
of the fourth apple. 

Roll Over Relay 

At the signal to go, the first player on each team 
runs towards the distance line. Somewhere between 
the base line and the distance line, he must take a for- 
ward roll upon the ground. He then runs across the 
distance line and back, tagging off the next player, 
who repeats his performance. 

Spin Around Relay 

One member of each team takes a position on the 
distance line, opposite to and facing his team. At the 
signal to go the first man on each team runs forward, 
locks his right arm in the right arm of the man on the 



RACING GAMES FOR PICNICS 139 

distance line and in this position spins twice around, 
using the man on the distance line as a pivot. Com- 
pleting his second spin, he remains on the distance line 
while the man who was there returns and tags off the 
next member of his team, who repeats the performance. 
The race ends when the last man to spin around the 
pivot crosses the base line. 

This race can be modified by having two or even 
three individuals distributed at equal distances be- 
tween the base and the distance line to spin around, 
instead of one. 

Chair Relay 

A chair is placed on the distance line opposite each 
team, with the back of the chair towards the team. 
Boxes may be used instead of chairs in this race. At 
the signal to go the first player on each team runs for- 
ward, sits in the chair, lifting both feet clear of the 
ground, then running around the chair, returns and 
tags off the next player, who does the same. 

Where folding chairs are available, the chair can 
be folded and left upon the ground on the distance line. 
Then each contestant is required to open the chair, 
sit upon it, then fold it, lay it upon the ground and 
return to tag off the next player. 

Chair Passing Race 

A box can be used instead of a chair in this event. 
All of the players are asked to face to the right. A 
chair is given to the man at the right hand end of the 
line to sit upon. All of the others remain standing. 
At the signal to go, he picks up the chair, and passes 
it to his left hand neighbor who receives it and passes 
it on to his left hand neighbor and so the chair is 
passed until it gets to the player at the left end of the 
line. He, upon receiving it, places it upon the ground 
and sits upon it, lifting both feet from the ground. 
Then, picking up the chair, he runs to the rear of his 
line until he gets to the other end. There again he 
sits upon the chair, raising both feet from the ground, 



140 GAMES 

and then starts passing it to the left. So when every 
man in the line has run to the right with the chair in 
turn, the last man ends the race when he sits upon it 
at the right hand end of the line. 

Chair Sitting Race 

A box can be used for this event instead of a chair. 
. If a chair is used, it is well to have a very sturdy one. 
This race starts with the players in the same position 
as in the preceding race, the player on the right hand 
end of the line sitting upon the chair. At the signal 
to go, he picks up the chair, passing it in front of him 
to the neighbor on his left, who, after sitting upon 
the chair and lifting both feet from the ground, passes 
it in front of him to the next player to the left and so 
the chair is passed towards the left hand end of the 
line, each player in turn sitting upon it and then 
passing it in front of him to the next player on the 
left. The race ends when the man on the far left end 
of the line sits upon the chair with his feet off the 
ground. 

Squash Race 

One crook-neck summer squash, a short stick, a 
piece of twine and a strawberry basket are needed for 
each team in this race. The strawberry basket, con- 
taining the squash with its neck projecting over the 
edge, is placed on the distance line. A slip noose is 
made in one end of the twine. The other end is tied 
to the end of the stick. This fish pole arrangement of 
twine and stick is handed to the first man on each team. 
At the signal to go he runs forward to the distance 
line and proceeds to fish for the squash in the basket 
by slipping the noose of string over its neck. He is 
not allowed to touch the string or squash with his 
hand in his effort to do this. He must use his stick 
as a fish pole. When he has succeeded in capturing 
the squash, he picks up the basket and carries the 
squash swinging from the end of his fish pole to the 
next player on his team. The second player, upon re- 



RACING GAMES FOR PICNICS 141 

ceiving the squash, the fish pole, and the basket, runs 
forward, slipping the noose off the squash. He places 
the squash in the basket on the distance line and pro- 
ceeds to fish for it as did the preceding player. Each 
player does this in turn. 

Poison Club 

Small logs of stove length, flat on one end, are 
lined up between the base and distance lines in front 
of each team. There should be at least five of these 
for each team and they should not be placed more 
than three feet apart, set on their flat end in a straight 
line. 

At the signal to go the first member of each team 
hops forward across the distance line, hopping to the 
right of the first club, to the left of the second, to the 
right of the third and so on in and out until he has 
cleared all the clubs. He then completes the distance, 
hopping to the distance line. From there he may run 
back and tag off the next member on his team. Should 
he knock over any of the clubs, he must stop and set 
it up without touching more than one foot to the 
ground, before he can proceed to the next club. The 
race ends when the last individual runs across the 
base line. 

Club Change 

Two small circles are drawn on the base line opposite 
each team. Three short logs similar to those in the 
preceding game are balanced on end in the right hand 
circle opposite each team. At the signal to go the first 
player runs forward, picks up the logs, one at a time, 
and changes them to the empty circle. When he has 
changed all three logs, he can then return and tag 
off the next player on his team. The second player 
runs forward and proceeds to change the three logs 
back to their original circle. So each player changes 
the three logs from the full to the empty circle. When 
the last player, after having accomplished this, crosses 
the base line, the race ends. 



142 GAMES 

Fan and Bag Race 

A small paper bag well inflated with air, and a 
palm leaf fan are given to the first player on each 
team. The bag is placed on the base line in front of the 
team. At the signal to go, the first player proceeds 
to blow the bag forward by means of the fan, until 
it has crossed the distance line. He then picks up the 
bag, returns, places it on the base line in front of the 
next player to whom he hands the fan. The second 
player repeats the performance. The race ends when 
the last player blows the bag across the distance line. 

Quadruped Race 

The first two players on each team stand back to 
back behind the base line, with the first player facing 
the distance line. The two lock arms behind them. At 
the signal to go the first player bends forward, lifting 
the second player so that his feet are clear of the 
ground and carries him forward on his back in this 
position. When he has crossed the distance line, he 
lowers the player upon his back, without changing 
their relative position and that player, upon getting his 
feet upon the ground, bends forward, lifting the first 
player upon his back, and runs back with him in this 
position across the base line. 

When the first couple has crossed the base line, the 
second couple on each team proceeds with the race, 
copying the first. 

Centipede Race 

The players of each team lock their arms around 
the waist of the player next in front of them and race 
in this compact position across the distance line, turn- 
ing around without breaking their formation, and end 
the race when the last man on the team crosses the 
base line. 

Blind Chariot Race 

Several teams can be used in this race. The dis- 



RACING GAMES FOR PICNICS 143 

tance line is pointed out before blindfolding each team. 
Each' team is made up of two horses and a driver. All 
three are blindfolded, facing in the same direction. 
The horses' inside arms are locked together. The 
driver takes hold of the outside arms. Each team is 
turned around three times and at a signal, race to the 
goal. 

Hoop Race 

A wooden hoop is placed on the distance line oppo- 
site each team. At the signal to go the first player 
rushes forward and picks up the hoop and passes it 
down over his head, body, and legs, steps out of it, 
while it is lying on the ground. He then steps back 
into it, and lifts it up, passing it over his entire body, 
legs, trunk and head. When he has lifted it over his 
head, he places it on the distance line and runs back to 
tag off the next player, who repeats the performance 
of the first as do all the others in turn. 

Rainy Day Race 

The players on the team are grouped in pairs. Each 
team is given an umbrella, two raincoats, one pair of 
gloves and one pair of rubbers. This equipment is 
placed in a pile upon the ground in front Of each team. 
At the signal to go the first couple on each team go to 
the pile of clothes; one puts on one glove, one the 
other ; they do the same with the rubbers ; each puts 
on a raincoat and opening the umbrella link arms and 
run to the distance line and back removing the rubbers, 
gloves, coat and closing the umbrella. They then tag 
off the next couple who repeat the performance of the 
first. This continues until the last couple crosses the 
base line ending the race. 



INDEX 



GAMES FOR SCHOOLS 
Schoolroom Games 
For Primary Pupils 

Aisle Hunt 3 

Aviation Meet 1 

Birds Fly 4 

Bee 2 

Bowing Race 6 

Button, Button .... 1 

Cat and Mouse .... 1 

Change Seat Relay . 5 
Charlie Over the 

Water 5 

Colors 2 

Hide in Sight 2 

Hide the Clock .... 3 

I See Red 3 

Music Rush 5 

New Orleans 4 

Poison Seat 3 

Rat-a-tat Race .... 6 

Spin Around Race . . 7 

Tap Relay 6 

For Intermediate Pupils 

Compass 11 

Corner Spry 9 

Change Seats 14 

Clapping Song 12 

Flag Race 10 

Frogs in Sea 9 

Geography 11 

History Race 13 

Hunt the Rattler. . . 8 

Indian Trail 12 



Initial Tag .. . 8 

Jerusalem, Jericho, . 

Jemima 10 

Last Man 14 

Magic Music 8 

Multiplication Race 13 

Name Race 9 

Number Relay. ... 13 

Poem Race 14 

Relay Run Around . 15 

Rhymes 12 

Seat Vaulting Tag . . 10 

Spelling Words .... 11 

Sticker 8 

For Advanced and High 
School Pupils 

Art Gallery 19 

Bowknot Relay .... 20 

Cooking Race 21 

Definitions 16 

Descriptive Adjec- 
tives 17 

Directions 23 

Distinguishing by 

Smell 19 

Distinguishing 

Sounds 18 

Drawing Animals. . 20 

Geography 16 

Grammar Race .... 22 
Guessing Dimen- 
sions 19 

Historical Pictures. 20 

Jumbled Words 17 

Laugh 19 



144 



INDEX 



145 



Mysterious Articles 19 
Schoolroom Tag. . . 22 
Seeing and Remem- 
bering 16 

Spelling Game 21 

Store 18 

Train of Thoughts. . 20 

Schoolyard Games 
For Primary Pupils 

Back to Back 26 

Chase the Rabbit . . 24 

Handkerchief Tag . . 25 

Peggy in Ring 26 

Progression 25 

Puss in Corner 26 

Shadow Tag 25 

Squirrel in Trees. . . 25 

Statues 24 

Steps 24 

For Intermediate Pupils 

Antony Over 29 

Ball Tag 36 

Channel Tag 35 

Chicken Market .. . 31 

Chickidy Hand. ... 31 

Circle Chase 34 

Couple Tag 36 

Fox and Rabbit 31 

Fox Trail 33 

In and Out 30 

Link Race 27 

Maze Tag 27 

Oriental Tag 36 

Pass Ball 32 

Poison 32 

Reuben and Rachel 35 

RolyPoly 29 

Snake and Bird .... 30 

Soak 'Em 35 

The Dummy 36 

Turtle Tag 29 

Weavers Race ...... 34 



For Advanced and High 
School Pupils 

Dresden Tag 37 

Fox and Geese 37 

Freight Train Tag . . 39 

Hand Baseball 41 

Kick Ball 41 

Last Couple Out. . . 41 

Partner Swat Tag . . 38 

Pin Ball 40 

Plug the Hole 38 

Red, White and 

Blue 39 

Roll Ball 39 

Spanish Fly 42 

Take Away 39 

Tony Says 43 

SOCIABLE GAMES FOR 
THE HOME, CHURCH, 
ETC. 

For the Home: 
Board and Nail 

Puzzle 49 

Captain Kidd's 

Gold/ 53 

Catechism of States 47 

Chic-a-dee 53 

Come-She-Come . . . 45 

Floor Baseball 51 

Hide the Thimble. . 45 

Last Match 46 

Red Triangle Ring 

Toss 50 

Spinning for 20 ... . 49 

Spin the Platter .... 48 

Step by Step 48 

Tit Tat Too 45 

Twenty Questions . . 44 

You Know Me 45 

Your House, My 

House 46 



146 



INDEX 



Ice Breakers for So- 
ciables: 

Bean Penalty 57 

Bird Hunt 55 

Matching Adver- 
tisements 56 

Matching Proverbs . 56 

Mixing March 56 

Musical Medley ... 57 

My Month 55 

Poison Circle 55 

Puzzled Words. ... 57 

Shoe Hunt 56 

Trip Around the 

World 57 

Social Games for Grown- 
Ups 

Analogues 63 

Biographic Cartoons 59 

Charades 64 

Ghost 64 

Gossiping 63 

Illustrated Songs ... 59 
Knight of the 

Cracker 65 

Match Boxing 66 

Muddled Words. . . 60 

Poor Pussy 62 

Rooster 62 

Smiles 59 

Tea Pot 60 

Trades 61 

Who Are They? 61 

Who Is It? 61 

Sociable Games for 
Young People 

Barnyard Chorus. . 68 

Birds 70 

Donkey Solo 68 

Exchange 68 

Feather Tag 70 

Fruit Basket 67 



Going to Jerusalem . 72 

Quess the Sound ... 69 

Hush 71 

Jack's Alive 71 

Rapid Transit ..... 69 

Rhyming Verbs .... 67 

Shifting Seats 69 

Simple Simon's Silly 

Smile 71 

What Animal? 67 

Wink 71 

Trick Games for So- 
ciables 

Aeroplane Ride 80 

Blind Blow 77 

Boots Without 

Shoes 76 

Clairvoyant 75 

Coin and Card Snap 77 

Divesting 82 

Egg Smash . 81 

Hay Stack 76 

Hindoo Blind Read- 
ing 73 

Knights of the 

Sacred Whistle. . 75 

Magic Answers .... 74 

Mental Telepathy . . 73 

Musical Notes 81 

Newspaper Touch . . 76 

Number Trick 78 

Penny Wise 78 

Pigs in Pen 78 

Reading Temples. . 80 

Scissors Crossed. . . 75 

Siam Club 82 

The Paper Artist ... 74 

Tricks with Matches 77 

Stunt Athletic Meet 

Bawl Game 83 

Chair Tilting 85 

Discus Throw 85 



INDEX 



147 



Duel Tug of War.. . 84 

Elimination Race. . 87 

Hammer Throw. . . 86 

Head Toss 84 

Javelin Throw. .... 86 

Light Weight Race. 86 

Long Glum 86 

Lucky 84 

One Mile Run 86 

Peanut Relay. ... 83 

Peanut Throw 84 

Ring the Bell 85 

Running Broad Grin 86 

Shot Put 84 

Standing Broad 

Jump 83 

Standing High 

Jump 83 

Turtle Race 86 

Twenty Yard Dash . 86 

Competitive Stunts \ - - 

Aviation Meet 89 

Balloon Race 90 

Blindfold Obstacles 91 

Boat Race 92 

Brick Relay 88 

Candle Roll Over. . 91 

Chair Stubbing .... 89 

Chair-i-ot Race. ... 89 

Cracker Relay 91 

Feather Blowing 

Relay 90 

Lobster Race 90 

Necktie Race 92 

Prune Tug of War . . 90 

Whistle Race 91 

OUTDOOR GAMES 

For Older Boys and 
Young Men 

Chariot Race 100 

Clock Games 99 



Flathead Race 101 

Forcing the City 

Gates 

Fortress 

Game of Goose . . 
Hare and Hound. 
Human Targets . . 
Leap Frog Race . . 
Push Cross Line . 
Riding the Snail . 
Sling the Sack . . . 
Spin Around Race 
Walking Race . . . 



95 
94 
98 
96 
96 
102 

94 
102 

97 
101 



For Boys 

Body Guard 106 

Bombardment 108 

Bombardment No. 2 109 

Fence Tag 105 

Fox in Hole 105 

Hang Tag 105 

Hide and Seek 103 

Lool$ Out for the 

Bear 104 

One Step Off and All 

the Way Across. . 108 

Sardines 106 

Shinny 107 

Still-a-Feet 104 

. Treasure Hunt. ... 103 

Wheel Away 108 

Games of Strength 
Cane Wrestling ... . 112 
Cumberland Wrest- 
ling in 

Finger Wrestling ... no 
Greco-R o m a n 

Wrestling in 

Hand Tug of War . . 112 

Hog Tie in 

Neck Tug of War. . 112 

One Leg Tug of War in 

Referee's Hold no 



148 



INDEX 



Shoulder and Arm 

Push in 

• Squatting Tug 112 

Taking the Heights . no 
Wrestle Tug of War no 



GAMES FOR SPECIAL 
OCCASIONS 
At the Dining Table 

Around the Chair . . 115 
Candle and Plate 

Race 117 

Earth, Air, Fire and 

Water 114 

Jenkins Up 115 

Malaga Grapes. ... 115 
Name Writing Race 117 
Oysterette Race. . . 113 
Passing the Drink . . 113 

Rat-a-tat-tat 114 

Spearing Peanuts. . 116 
String Winding 

Race 116 

Table Football 116 

A County Fair Play 
Festival 



The Games for All. 
The Grand March. 



120 
119 



Games for a Story Play 
Hour 

Paul Revere Race. . 125 
The Midnight Ride 125 

The Red Coats 123 

Yankee Doodle Tag 124 



An Indoor Sports Fair 
A Racket Around 

the Candy Booth 130 
Seeing the Old 

Home Town 128 

Racing Games for 
Picnics 

Apple Race 135 

Apple Race No. 2. . 136 

Apple Race No. 3 . . 136 

Apple Race No. 4 . . 137 

Apple Toss 137 

Blind Chariot Race . 142 

Button Sewing. ... 133 

Caterpillar Race ... 1 34 

Centipede Race. ... 142 

Chair Passing Race. 139 

Chair Relay 139 

Chair Sitting Race. 140 

Club Change 141 

Dizzy Izzy 134 

Egg and Spoon Race 132 

Fan and Bag Race. 142 

Hoop Race 143 

Needle Thread i n g • 

Race 133 

Pea Shelling Race . . 132 

Poison Club 141 

Potato Race 135 

Quadruped Race. . . 142 
Rainy Day Race. . . 143 
Roll Over Relay ... 138 
Rope Skipping Con- 
test 134 

Rope Skipping Re- 
lay 133 

Spin Around Relay . 138 

Squash Race 140 



